Presented in Gamers in Society seminar in Tampere, Finland (spring 2007). Mainly about introducing phenomenon of casual games and terminology for studying the casual IN games phenomenon.
This document summarizes a study on casual games conducted by researchers from the University of Tampere. The study examined definitions and discussions around casual games, analyzed over 60 casual games, and surveyed casual game players. Key findings included the wide range of meanings associated with "casual", differences between casual game players and hardcore gamers, and the potential future of casual multiplayer mobile games. The researchers concluded that designing casual game experiences requires considering many related factors beyond just gameplay.
User Experiences of Game Idea Generation Gamesaakoo
The document summarizes research on using game-based idea generation tools and techniques to help game developers come up with new game ideas. Several workshops were held where tools like card games were tested. The most popular tool allowed combining verb, noun and adjective cards. Overall the game-based tools were found to be inspiring and fun to use, generating many new game ideas. However, some tools were more complex and inefficient than others. Future work could involve refining tools and exploring their use at different stages of the game design process.
What do children learn when playing video games? How are games for children d...jamonjanight
Children can learn problem solving and dialogue skills from playing video games, especially educational games that integrate tutoring elements and game mechanics. Research on the game Zombie Division found that children had more fun and learned more from an intrinsic rewards version of the game compared to an extrinsic or control version. Educational games have the potential to teach skills beyond just academics, including diligence, emotional regulation, teamwork, and humility.
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...Sebastian Deterding
1) Procedural rhetoric uses in-game processes to persuade players, but different players can come to different understandings of the same in-game logic.
2) The games Train and Playing History 2 used procedural rhetoric to address controversial topics like the JFK assassination and slave trade, but were received very differently by audiences.
3) This difference can be explained by three factors: the genres framed the content differently and set different expectations; the games traveled through different media contexts outside their intended frames; and their visual framing in shared media shaped varying audience perceptions.
Mechanics, Messages, Meta-Media: How Persuasive Games Persuade, and What They...Sebastian Deterding
1. Persuasive games use procedural rhetoric through their rules and gameplay to convey particular messages and perspectives to players. However, players can interpret the same game differently based on their understanding.
2. The document examines two games - Train and Playing History 2: Slave Trade - that aimed to persuasively convey the message that blindly following rules without considering people can be dehumanizing. These games were received very differently by audiences despite their similar messages.
3. The document argues that a game's genre, visual framing, and how it travels and is portrayed in media shapes how audiences perceive and interpret the game's intended stance and message. How a persuasive game is framed and circulated in culture can impact
This document discusses using games to address wicked problems. It defines wicked problems as difficult to solve due to ambiguous, changing conditions with diverse perspectives. Examples include climate change and social injustice. Games can help by stimulating problem solving, strategy, and collaboration. The document outlines designing games through defining the problem, identifying genres, exploring mechanics and story, integrating elements, and evaluating outcomes. It provides examples of game genres, components, and tactics like social media that could engage global participation in crowdsourcing solutions. The goal is designing games that address problems in novel ways through trial and error.
Presented in Gamers in Society seminar in Tampere, Finland (spring 2007). Mainly about introducing phenomenon of casual games and terminology for studying the casual IN games phenomenon.
This document summarizes a study on casual games conducted by researchers from the University of Tampere. The study examined definitions and discussions around casual games, analyzed over 60 casual games, and surveyed casual game players. Key findings included the wide range of meanings associated with "casual", differences between casual game players and hardcore gamers, and the potential future of casual multiplayer mobile games. The researchers concluded that designing casual game experiences requires considering many related factors beyond just gameplay.
User Experiences of Game Idea Generation Gamesaakoo
The document summarizes research on using game-based idea generation tools and techniques to help game developers come up with new game ideas. Several workshops were held where tools like card games were tested. The most popular tool allowed combining verb, noun and adjective cards. Overall the game-based tools were found to be inspiring and fun to use, generating many new game ideas. However, some tools were more complex and inefficient than others. Future work could involve refining tools and exploring their use at different stages of the game design process.
What do children learn when playing video games? How are games for children d...jamonjanight
Children can learn problem solving and dialogue skills from playing video games, especially educational games that integrate tutoring elements and game mechanics. Research on the game Zombie Division found that children had more fun and learned more from an intrinsic rewards version of the game compared to an extrinsic or control version. Educational games have the potential to teach skills beyond just academics, including diligence, emotional regulation, teamwork, and humility.
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...Sebastian Deterding
1) Procedural rhetoric uses in-game processes to persuade players, but different players can come to different understandings of the same in-game logic.
2) The games Train and Playing History 2 used procedural rhetoric to address controversial topics like the JFK assassination and slave trade, but were received very differently by audiences.
3) This difference can be explained by three factors: the genres framed the content differently and set different expectations; the games traveled through different media contexts outside their intended frames; and their visual framing in shared media shaped varying audience perceptions.
Mechanics, Messages, Meta-Media: How Persuasive Games Persuade, and What They...Sebastian Deterding
1. Persuasive games use procedural rhetoric through their rules and gameplay to convey particular messages and perspectives to players. However, players can interpret the same game differently based on their understanding.
2. The document examines two games - Train and Playing History 2: Slave Trade - that aimed to persuasively convey the message that blindly following rules without considering people can be dehumanizing. These games were received very differently by audiences despite their similar messages.
3. The document argues that a game's genre, visual framing, and how it travels and is portrayed in media shapes how audiences perceive and interpret the game's intended stance and message. How a persuasive game is framed and circulated in culture can impact
This document discusses using games to address wicked problems. It defines wicked problems as difficult to solve due to ambiguous, changing conditions with diverse perspectives. Examples include climate change and social injustice. Games can help by stimulating problem solving, strategy, and collaboration. The document outlines designing games through defining the problem, identifying genres, exploring mechanics and story, integrating elements, and evaluating outcomes. It provides examples of game genres, components, and tactics like social media that could engage global participation in crowdsourcing solutions. The goal is designing games that address problems in novel ways through trial and error.
An aim of the Curriculum for Excellence is to develop successful learners. This seminar considers how to create a climate for successful learning and how to recognize children’s progress in this area. The seminar is based on a case study about the benefits of educational game design in a primary school classroom. Our case study demonstrates that children find making their own computer games extremely motivating. They clearly enjoyed meeting the challenge of mastering the technology to express their own ideas.
http://www.ltscotland.org.uk/slf/previousconferences/2007/seminars/usingcomputergamedesigntofostersuccessfullearners.asp
Game Design Course Development Panel at the Foundations of Digital Games Conference held on a Royal Caribbean cruise to Cozumel, Mexico. The panel speakers were Dr. Ken Hoganson, Dr. Cynthia Calongne, Dr. Mario Guimaraes (our mastermind) and Dr. Barbara Truman. Dr. Jing (Selena) He was unable to join us. Slides by Dr. Calongne from her games and simulation design classes with Dr. Andrew Stricker at Colorado Technical University.
This document outlines the syllabus and weekly schedule for a course on gaming and media design for learning, including assignments such as designing a digital game, analyzing existing educational games, and discussing how games can be incorporated into classroom instruction. It introduces concepts like digital game-based learning and Bloom's Digital Taxonomy, and provides examples of existing educational games that teach various subjects in an engaging way through gameplay.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
LAFS PREPRO Session 1 - Brainstorming and Game PitchesDavid Mullich
This document discusses various aspects of game idea generation and pre-production. It covers sources of inspiration, brainstorming techniques, developing game ideas and concepts, and creating pitch presentations and design documents. Some key points include: game ideas can come from a single idea or a combination of many; designers are inspired by personal interests and activities outside of gaming; brainstorming aims to generate many ideas without criticism; and the importance of concept pitches, design documents, and greenlighting a project to move from pre-production to production.
Workshop with Carolyn Chandler and Jason Ulaszek. Experience design and game design have a lot in common, and the two worlds continue to come together. It's no wonder - we've all been playing games for millenia, to learn and grow or to get through tough challenges. So how can you incorporate the positive aspects of a game into the experiences you're designing for your customers? Learn more about basic game mechanics, and how they've been used to motivate learning, promote action, and prepare players (like your users) for complex scenarios.
Play to Learn : Keynote by Professor Maja PivecPaul Pivec
1. The document discusses the potential for game-based learning and addresses both benefits and challenges. It references several studies that found games can develop skills but teachers need support integrating them.
2. It describes a game design summer school that teaches students about educational game design. Lectures cover design concepts while practical sessions have students work in groups.
3. The document advocates for resources like Level Up for Teachers to help educators learn how to choose games, implement them, and assess learning outcomes, in order to better utilize games for learning.
Designing mobile games for engagement and learningDavid Parsons
This document describes an augmented reality mobile learning game developed by David Parsons and Krassie Petrova. [1] The game teaches higher-level skills like analysis, synthesis, and critical thinking by having two players gather information around campus to solve problems at a mobile phone company. [2] An evaluation of 14 players found the game provided an enjoyable way to learn with average ratings of 6.04 for enjoyment and 5.57 for engagement. [3] Future work is proposed to port the game to Android, allow customization, conduct further evaluation, and release it as open source.
Efficiently Inefficient: Service Design Games As Innovation Tools - Hannula, ...ServDes
The document discusses how service design games can act as efficient innovation tools despite games traditionally being inefficient. It defines service design games and their uses in data gathering, concept development, prototyping, and design education. The research question examines how these games accomplish their goals efficiently. Service design games create knowledge by bringing people's background knowledge together and having them understand different perspectives. Reflection is embedded within game mechanics through separating ideation from the problem and enabling self-distanciation. An example game called ATLAS illustrates how game mechanics can foster deeper understanding and allow rules to change to better suit players' needs.
Are play and work opposites? In this invited keynote at the Control Systems 2016 conference in Stockholm, I argue that we hold three common misconceptions about work, play, and motivation that have us misjudge how work may be made more playful.
Educational Games Design (STEG10 Keynote)David Farrell
The document discusses educational game design and summarizes key points from a presentation. It describes how educational games can model learning outcomes through game mechanics to provide deep learning. Two games from the e-Bug project are highlighted: a platform game for younger children about good and bad microbes, and a detective game for older children involving a sick character. The platform game was more successful due to extensive playtesting, while the detective game had usability issues from insufficient testing and a confusing phone interface metaphor.
At least since the first new economy, playful design has invaded the working world. Today, the offices of startups, digital agencies, and web companies like Google often look more like playgrounds than work spaces. According to a recent survey in the UK, 80% of managers believe that playful office spaces can motivate employees. On closer look, however, their playfulness often bottoms out in bright colors, round shapes -- and the proverbial slide. This talk asks what it might mean to make work environments truly playful, what effects it has on well-being -- and whether we can make people play. Presentation given at Stanford University mediaX, May 10, 2016.
An Introduction to Educational Game DesignMichael Pinto
This presentation covers:
- Definition of a Game
- What Makes a Game a Game
- Learning Through Play (High Concept)
- How To Start To Learn How to Design Games
- Core Mechanisms of Games
- Soft Qualities of Games
- Survey of Different Types Of Games and Their Mechanisms
- Overview of Educational Games
- Gamification for Education
- Educational Games In Context of Transmedia Storytelling
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).
Luis de Marcos Ortega from the University of Alcalá gave a presentation on gamifying applications to motivate users and encourage engagement. He discussed how games can be used as learning tools and outlined elements of gamification like points, badges, and leaderboards. Examples of gamified apps like Foursquare and Nike+ were presented. The presentation covered the gamification process, focusing on understanding player styles and intrinsic motivation. While gamification has potential, it also faces criticism like replacing meaningful engagement with meaningless points systems. Overall, gamification aims to find fun in tasks by involving players and focusing on autonomy, competence and relatedness.
This document discusses how games can be used for learning. It defines what a game is, noting they have set rules and provide interactive feedback. Game mechanics like challenges, problem solving, and failure can motivate learning. The document advocates using games to create flexible learning that supports different learner types and perspectives. Games provide a safe practice environment, consolidate relevant resources, and encourage cooperation among players.
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
CreativeCulture Remixing play with Playful Design ThinkingJacey-Lynn Minoi
This document discusses how play and games can be used to develop important 21st century skills like computational thinking, collaboration, creativity, problem solving, and critical thinking. It provides examples of how play was used to teach subjects in an engaging way. The document advocates remixing play into learning and outlines a 5-step process: 1) Empathize by understanding learner needs, 2) Define the problem, 3) Ideate potential play-based solutions, 4) Prototype ideas, and 5) Test prototypes. It then provides instructions for participants to work through this process by selecting a game and identifying its mechanics and strategies to design a "GamePlan" to address a theme or problem.
This document discusses various techniques and logics used in games to engage and attract users. It describes different elements used in popular games such as epic worlds to enhance the experience, customizable avatars for self-expression, skills/traits to provide a sense of control and mastery, currency for collecting and trading, quests to fulfill motivations like control and autonomy, tutorials to teach gameplay, and achievements to provide status and acceptance. The document argues that these game design elements can be applied in non-game environments to similarly engage and motivate users.
The document outlines the proposed costumes for three characters - a detective who is also the serial killer, the detective's partner, and a victim - in the opening of a mystery/thriller film. The detective will wear stereotypical detective clothes like a long coat and fedora to clearly identify him as a detective. The serial killer will only need trainers shown to depict walking away from the crime scene. In contrast, the partner will have a more casual look through a bow tie, glasses, and jeans to hint that the main detective is actually the killer. The randomly dressed victim in casual clothes is meant to suggest the killer targets with no clear motive.
An aim of the Curriculum for Excellence is to develop successful learners. This seminar considers how to create a climate for successful learning and how to recognize children’s progress in this area. The seminar is based on a case study about the benefits of educational game design in a primary school classroom. Our case study demonstrates that children find making their own computer games extremely motivating. They clearly enjoyed meeting the challenge of mastering the technology to express their own ideas.
http://www.ltscotland.org.uk/slf/previousconferences/2007/seminars/usingcomputergamedesigntofostersuccessfullearners.asp
Game Design Course Development Panel at the Foundations of Digital Games Conference held on a Royal Caribbean cruise to Cozumel, Mexico. The panel speakers were Dr. Ken Hoganson, Dr. Cynthia Calongne, Dr. Mario Guimaraes (our mastermind) and Dr. Barbara Truman. Dr. Jing (Selena) He was unable to join us. Slides by Dr. Calongne from her games and simulation design classes with Dr. Andrew Stricker at Colorado Technical University.
This document outlines the syllabus and weekly schedule for a course on gaming and media design for learning, including assignments such as designing a digital game, analyzing existing educational games, and discussing how games can be incorporated into classroom instruction. It introduces concepts like digital game-based learning and Bloom's Digital Taxonomy, and provides examples of existing educational games that teach various subjects in an engaging way through gameplay.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
LAFS PREPRO Session 1 - Brainstorming and Game PitchesDavid Mullich
This document discusses various aspects of game idea generation and pre-production. It covers sources of inspiration, brainstorming techniques, developing game ideas and concepts, and creating pitch presentations and design documents. Some key points include: game ideas can come from a single idea or a combination of many; designers are inspired by personal interests and activities outside of gaming; brainstorming aims to generate many ideas without criticism; and the importance of concept pitches, design documents, and greenlighting a project to move from pre-production to production.
Workshop with Carolyn Chandler and Jason Ulaszek. Experience design and game design have a lot in common, and the two worlds continue to come together. It's no wonder - we've all been playing games for millenia, to learn and grow or to get through tough challenges. So how can you incorporate the positive aspects of a game into the experiences you're designing for your customers? Learn more about basic game mechanics, and how they've been used to motivate learning, promote action, and prepare players (like your users) for complex scenarios.
Play to Learn : Keynote by Professor Maja PivecPaul Pivec
1. The document discusses the potential for game-based learning and addresses both benefits and challenges. It references several studies that found games can develop skills but teachers need support integrating them.
2. It describes a game design summer school that teaches students about educational game design. Lectures cover design concepts while practical sessions have students work in groups.
3. The document advocates for resources like Level Up for Teachers to help educators learn how to choose games, implement them, and assess learning outcomes, in order to better utilize games for learning.
Designing mobile games for engagement and learningDavid Parsons
This document describes an augmented reality mobile learning game developed by David Parsons and Krassie Petrova. [1] The game teaches higher-level skills like analysis, synthesis, and critical thinking by having two players gather information around campus to solve problems at a mobile phone company. [2] An evaluation of 14 players found the game provided an enjoyable way to learn with average ratings of 6.04 for enjoyment and 5.57 for engagement. [3] Future work is proposed to port the game to Android, allow customization, conduct further evaluation, and release it as open source.
Efficiently Inefficient: Service Design Games As Innovation Tools - Hannula, ...ServDes
The document discusses how service design games can act as efficient innovation tools despite games traditionally being inefficient. It defines service design games and their uses in data gathering, concept development, prototyping, and design education. The research question examines how these games accomplish their goals efficiently. Service design games create knowledge by bringing people's background knowledge together and having them understand different perspectives. Reflection is embedded within game mechanics through separating ideation from the problem and enabling self-distanciation. An example game called ATLAS illustrates how game mechanics can foster deeper understanding and allow rules to change to better suit players' needs.
Are play and work opposites? In this invited keynote at the Control Systems 2016 conference in Stockholm, I argue that we hold three common misconceptions about work, play, and motivation that have us misjudge how work may be made more playful.
Educational Games Design (STEG10 Keynote)David Farrell
The document discusses educational game design and summarizes key points from a presentation. It describes how educational games can model learning outcomes through game mechanics to provide deep learning. Two games from the e-Bug project are highlighted: a platform game for younger children about good and bad microbes, and a detective game for older children involving a sick character. The platform game was more successful due to extensive playtesting, while the detective game had usability issues from insufficient testing and a confusing phone interface metaphor.
At least since the first new economy, playful design has invaded the working world. Today, the offices of startups, digital agencies, and web companies like Google often look more like playgrounds than work spaces. According to a recent survey in the UK, 80% of managers believe that playful office spaces can motivate employees. On closer look, however, their playfulness often bottoms out in bright colors, round shapes -- and the proverbial slide. This talk asks what it might mean to make work environments truly playful, what effects it has on well-being -- and whether we can make people play. Presentation given at Stanford University mediaX, May 10, 2016.
An Introduction to Educational Game DesignMichael Pinto
This presentation covers:
- Definition of a Game
- What Makes a Game a Game
- Learning Through Play (High Concept)
- How To Start To Learn How to Design Games
- Core Mechanisms of Games
- Soft Qualities of Games
- Survey of Different Types Of Games and Their Mechanisms
- Overview of Educational Games
- Gamification for Education
- Educational Games In Context of Transmedia Storytelling
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).
Luis de Marcos Ortega from the University of Alcalá gave a presentation on gamifying applications to motivate users and encourage engagement. He discussed how games can be used as learning tools and outlined elements of gamification like points, badges, and leaderboards. Examples of gamified apps like Foursquare and Nike+ were presented. The presentation covered the gamification process, focusing on understanding player styles and intrinsic motivation. While gamification has potential, it also faces criticism like replacing meaningful engagement with meaningless points systems. Overall, gamification aims to find fun in tasks by involving players and focusing on autonomy, competence and relatedness.
This document discusses how games can be used for learning. It defines what a game is, noting they have set rules and provide interactive feedback. Game mechanics like challenges, problem solving, and failure can motivate learning. The document advocates using games to create flexible learning that supports different learner types and perspectives. Games provide a safe practice environment, consolidate relevant resources, and encourage cooperation among players.
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
CreativeCulture Remixing play with Playful Design ThinkingJacey-Lynn Minoi
This document discusses how play and games can be used to develop important 21st century skills like computational thinking, collaboration, creativity, problem solving, and critical thinking. It provides examples of how play was used to teach subjects in an engaging way. The document advocates remixing play into learning and outlines a 5-step process: 1) Empathize by understanding learner needs, 2) Define the problem, 3) Ideate potential play-based solutions, 4) Prototype ideas, and 5) Test prototypes. It then provides instructions for participants to work through this process by selecting a game and identifying its mechanics and strategies to design a "GamePlan" to address a theme or problem.
This document discusses various techniques and logics used in games to engage and attract users. It describes different elements used in popular games such as epic worlds to enhance the experience, customizable avatars for self-expression, skills/traits to provide a sense of control and mastery, currency for collecting and trading, quests to fulfill motivations like control and autonomy, tutorials to teach gameplay, and achievements to provide status and acceptance. The document argues that these game design elements can be applied in non-game environments to similarly engage and motivate users.
The document outlines the proposed costumes for three characters - a detective who is also the serial killer, the detective's partner, and a victim - in the opening of a mystery/thriller film. The detective will wear stereotypical detective clothes like a long coat and fedora to clearly identify him as a detective. The serial killer will only need trainers shown to depict walking away from the crime scene. In contrast, the partner will have a more casual look through a bow tie, glasses, and jeans to hint that the main detective is actually the killer. The randomly dressed victim in casual clothes is meant to suggest the killer targets with no clear motive.
Gamification is using game elements to enhance non-game contexts. This document proposes gamifying a contact center to address challenges like cherry picking, SLA improvement, and first time fixes. It outlines a prototype using a points, levels, badges and leaderboards system connected to an agent's performance database. A pilot saw reduced cherry picking and increases of 8% in first time fixes, 12% in knowledge base usage, and 17% in knowledge base contributions. The gamified system aimed to make the agent's job more fun and competitive.
Este documento promociona las ofertas de Orange para el mes de junio de 2016, incluyendo paquetes de telefonía móvil, fibra óptica y televisión. Se destacan descuentos del 50% durante 3 meses en tarifas como Canguro Familia, así como ofertas de dispositivos como el Huawei P9 y PlayStation 4. El objetivo es que los clientes disfruten del fútbol y el verano con la mejor conectividad de Orange.
Cinco cirurgiões discutem quais tipos de pacientes são melhores para operar, com cada um preferindo um tipo diferente: contadores por sua ordem numérica, eletricistas por sua codificação por cores, bibliotecários por sua ordem alfabética e mecânicos por trazerem peças de reposição. No entanto, o último cirurgião acha que políticos são os melhores porque não têm órgãos vitais ou periféricos, e seu cérebro pode ser trocado sem que ninguém note.
El documento discute el problema del bullying. Explica que el bullying afecta a la sociedad y causa daño psicológico y físico a las víctimas. También analiza que el bullying ocurre comúnmente entre personas de 11 a 17 años en la escuela y que se necesitan medidas para prevenirlo y crear conciencia sobre sus consecuencias.
El documento presenta un trabajo de grupo sobre el maltrato animal. La introducción define el maltrato animal y explica que es un problema social. El desarrollo discute cómo el maltrato y abandono de animales ha aumentado, y la importancia de respetar los derechos de los animales. La conclusión hace un llamado a ser más compasivos con los animales y la naturaleza. El trabajo fue realizado de manera colaborativa por seis estudiantes, cada uno responsable de una sección.
Este documento promociona las ofertas y servicios de Orange para el mes de abril de 2016. Destaca ofertas para teléfonos móviles, tarifas de telefonía móvil y fija, fibra óptica, televisión con contenido a la carta y canales, y accesorios conectados. El documento también resalta fechas especiales como el Día de la Madre y promociones asociadas.
The document presents the Expanded Game Experience (EGE) model. The EGE model aims to provide a more holistic view of game experiences by considering the overall experience, context, and affordances, rather than just gameplay. It seeks to design games for the widest possible audience by being context sensitive. The EGE is presented as a design model and heuristic to understand different game experiences beyond traditional gameplay-centric models.
The document summarizes research into game ideation practices. It finds that game ideas often arise from solitude and are developed by sharing them with others. Informal practices like seeking inspiration from various sources are common, while formal techniques like brainstorming can present challenges. Game ideas range from short concepts to detailed designs, and selecting and evaluating ideas is difficult. Education and acknowledging organic practices could help ideation.
Sanjeev Verma, Director, Offices - Group Property at Rolls Royce & Hilary Jef...Global Business Events
This document discusses shifting from austerity measures like cost cutting to a more strategic approach of continuous improvement. It outlines three generations of approaches: 1) cost reduction, 2) doing more with less, and 3) tackling inefficiencies through integrated solutions. The Rolls-Royce case study transformed its Trent XWB engine production through a third generation approach involving new organizational structures, team-based working, and workplace design to increase collaboration. This led to faster iteration, less rework, and an engaged workforce. Sustaining change requires continuous improvement, champion networks, and effectively using new workspaces.
Brian Smith has over 30 years of experience in business, industry, and education. He has held roles such as Group Human Resource and Training Manager, Business Manager, and teacher/course coordinator. Smith has various qualifications in areas like management, human resources, health and safety, and teaching. He is skilled in training and developing employees, implementing strategic plans, and managing projects. Smith aims to help organizations and individuals achieve real business results through his diverse skill set and experience.
Innovation, Investment, Influence and Impact: design that fosters changeFranco Papeschi
Slides for the talk I gave at Interaction13 - Toronto.
In the past 15 years, while designers were learning how to create products, services and interactions that guarantee a return on investment, the world of businesses was changing. Economic return is not the only measurement now for value-driven businesses, many start-ups, social enterprises, community-based organisations, NGOs and even for corporations. This upcoming economic model is focused on the impact that new products and service have on societies and economies. We, as designers, are not fully ready to plan and assess what impact our work will have on the users and customers we aim to engage. In this session, I'll present an approach that goes beyond user-centred design and activity-centred design: impact-driven design. I will introduce some examples taken from my involvement in the creation of start-ups in different African countries, and I will introduce a series of tools and practices that would help Interaction Designers go beyond their remit of creating useful, usable and engaging experience, and create impactful services.
The document provides an agenda and information for an aircraft engine and fleet planning executive program. Key points from the document include:
- The agenda covers topics like fleet planning overview, aircraft engine overview, the growth of the commercial aviation industry, trends in leasing versus owning aircraft, aging aircraft values, maintenance costs, and multidisciplinary functions involved in fleet planning.
- The commercial aviation industry is growing steadily, with narrowbody aircraft maintaining the majority at around 60% of fleets.
- There is an increasing trend of leasing aircraft, projected to be over 50% of fleets by 2020, compared to less than 1% in the 1970s.
- Maintenance costs are a major operating expense
The document provides a procedure manual for conducting HSE (health, safety, and environment) audits. It outlines responsibilities for the HSE audit team leader, head of the audited organization, and HSE department manager. The manual describes planning and conducting audits, issuing reports, and closing out findings. Appendices include templates for an audit finding report, summary report, and evaluation sheet to assess compliance with HSE requirements.
Cutting is the process of separating fabric into the precise pieces required for garment production. It requires skilled workers to cut fabrics accurately to ensure proper fit and assembly. There are several key steps in garment cutting quality control including checking fabric specifications, preparing materials, accurate cutting, consistent cutting sizes, and inspecting for defects like miscuts or missing notches. Maintaining quality control in cutting is important for producing garments that meet customer needs and expectations.
Slides presented at the third GameSpace workshop, Helsinki 2007. About creativity and creativity techinques in game design and some tentative results of our ideating techniques research.
Crafting Interesting Worlds Inspirations from Gaming User ExperiencesAmit Pande
My presentation on Gaming Experiences at USID 2008, Bangalore conference. I spoke about inspirations that consumer and enterprise software User Experience designers can gain from Gaming Experiences and Game Design
This document discusses concepts in game design. It defines game design as the process of creating a context through which players can derive meaning from their interactions. Key concepts discussed include meaningful play, semiotics, systems thinking, interactivity, choice, and brainstorming approaches. Successful game design is said to create meaningful play through balancing challenge, social elements, and dynamic experiences.
Game design is a creative process that involves imagining and defining how a game will work, including its story, rules, and elements. A game designer performs tasks like conceptualizing the game, designing its functionality and aesthetics, and communicating the design to a team. Game design incorporates both artistic and scientific principles - the conceptualization of ideas and aesthetics involve creative arts, while ensuring the game functions well may require principles from science and math. An effective game design balances elements like core mechanics, storytelling, and interactivity, and is documented in a design document to guide development.
Game design is a creative process that involves imagining a game concept, defining how it will work through elements like story, rules and gameplay, and communicating the idea to developers. It draws on both artistic and scientific principles. While there is no single process, successful games often share common elements like core mechanics, storytelling and interactivity. An important part of design is creating documentation like a high concept document, treatment, or in-depth script to plan and guide development. Effective game designers draw on skills like imagination, analysis, math competence and technical writing.
This document provides an introduction and overview of the topics that will be covered in a level design class. It includes sections on rules for students, upcoming topics like puzzle design and playtesting, a list of games that will be analyzed, a syllabus with assignment due dates and grades breakdown, required resources, and information about lectures and additional level design resources. The first assignment asks students to create a Steam account, play through Portal 1 and list any interesting gameplay, story, or visual moments they encountered.
This document discusses game creation programs in libraries. It provides an overview of why game design is beneficial, focusing on constructionism and how the design process teaches reflection. It outlines a structure for game design programs, including determining outcomes, constraints, organization, and emphasizing gameplay over graphics. Analog game creation using materials like cards and boards is described, along with challenges. Digital game creation toolkits and challenges are also covered, along with working with schools and community involvement.
The document provides an introduction to the fundamentals of game design. It outlines the course targets which include being introduced to Unreal, learning major elements of game design and gameplay, developing a game design, and documenting a game design using a game design document. It then discusses various elements of game design like character development, storytelling, user interfaces, gameplay, mechanics, balancing, and level design. It also defines what game design entails and discusses the anatomy of a game designer.
Game Design & Game Hacks for City DesignLisa Nisenson
This document discusses using game design and game mechanics to engage citizens in civic processes like urban planning. It provides examples of games that have been created for this purpose, such as Cards Against Urbanity, a card game started as a joke that is now used at conferences. The document covers basics of game design, elements of games, and how mechanics from different game types like board games, card games, and Euro-style games can be applied to civic issues. Specific mechanics discussed include role playing, deck building, area control, and network building. The document advocates that games can make civic information and processes more accessible, fun, and promote cooperation. It provides advice on game design and provides examples of games that have been created or could be
This document provides an overview of the Fundamentals of Game Development program at Chaffey College. It discusses the history of games, key issues in the industry, player demographics and motivations, common game genres and elements, roles in the game industry, and the development process. Students in the program will work in teams to design game concepts and prototypes, taking on roles like art, programming, and quality assurance. The goal is to provide hands-on learning of the skills needed for careers in the game industry.
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
Game design is the process of imagining and defining how a game will work, including its story, rules of interaction, and elements. It involves both creative and technical aspects. While there is no single process for game design, most successful games incorporate common elements such as rules, player roles and challenges. A game design document is important to communicate the design to the development team and ensure consistency.
Олег Новосад “Mama, I am game architect. What’s next?”Lviv Startup Club
This document discusses game architecture and design. It begins by defining the difference between enterprise and games in terms of business versus emotions. It then outlines the typical flows for game creation and architecture, including ideas, design, prototyping, development, feedback, and technical specifications. The document also categorizes common game genres and their components. It emphasizes tokenization and modularization in architectural design, including priorities like speed, performance and flexibility. Finally, it provides advice on common pitfalls to avoid and best practices for reusable, documented design.
LAFS Game Design 1 - The Player ExperienceDavid Mullich
Here are the steps to create a simple Bounce the Ball game in Game Maker:
1. Open Game Maker and create a new project.
2. Add a sprite for the ball from the GD1 1 Resources folder.
3. Create an object for the ball. Add code to the Step event to move and bounce the ball off the edges of the room.
4. Create a room the size of the screen and add the ball object.
5. Run the game. Test that the ball bounces around the screen as intended.
6. Add scorekeeping - increment a score variable each time the ball bounces. Display the score on the screen.
7. Play with gravity,
OGDC2013_Game design problem solving_Mr Nguyen Chi Hieuogdc
The document discusses game design and provides advice from various sources. It outlines different game concepts including a card battle game, tower defense game, and a combined tower defense and card battle game called "Galaxy Pirates". The document emphasizes passion for game design, user-centric thinking, teamwork, iteration, and balancing logic and intuition. It also provides examples of game mechanics, gameplay loops, and monetization examples for the Galaxy Pirates concept.
The document discusses game design and provides advice from various sources. It outlines different game concepts including a card battle game called "We're Galaxy Pirates" which involves tower defense and card battle mechanics. The document emphasizes game design principles like passion, user-centric thinking, teamwork, iteration, and balancing logic with intuition. It also provides examples of a core gameplay loop and core pillars for a hypothetical galaxy pirates card game, covering various game mechanics like card collection, map variation, stamina, battles, rewards, and social/multiplayer elements.
The Golden Gamers: A 65+ Library Gaming GroupJohn Pappas
"The Golden Gamers" Equitable and Inclusive Gaming Events for the Elderly presented by John Pappas
Tabletop board gaming is a creative, multi-generational, social and fun activity. While there is a broad swatch of recreational activities for the 65+ crowd, generally gaming is left out. Conversations with the Senior Activities Board of the Upper Darby Libraries confirmed this with traditional video games providing an engaging experience but accessibility tends to be a challenge due to physical determinants (carpal tunnel, poor eyesight, arthritis) and experiential (with a large learning curve required for many video games). Tabletop board games provide an experience that is interactive, social, cognitive and engaging. With concerns over Alzheimer's and social isolation, this is an important subject for many seniors. The Primos Library instituted a series of programs "Tabletop Gaming at the Library" (intergenerational, weekly), The Game Designer's Guild (monthly, intergenerational) and the "Golden Gamers" (65+, Monthly-Weekly dependant upon interest) each providing a gaming experience for burgeoning and experienced gamers of any age.
In this talk, Pappas will discuss the initial planning, marketing, collection development and community engagement elements of the series as well as successes and challenges. A large portion of the talk will be on game selection for this age group including issues such as the level of social interaction inherent in the game, types of games, levels of complexity and iconography.
LAFS SVI Level 3 - Game Design and AnalysisDavid Mullich
The document discusses the core elements of game design, including the roles of players and designers. It outlines the iterative design process that designers go through, from initial ideas and prototyping to playtesting and refinement. Key aspects covered include brainstorming ideas, creating game documentation, pitching concepts, and defining core elements like objectives, rules, and resources. The document provides an overview of different genres and explains how genres can be combined.
The document introduces Phaedra, Wong Yi & Jun Xuan, who are game developers that make award-winning games and offer training programs. It then provides tips on rapid prototyping games, including using paper prototypes to test ideas early, utilizing various digital tools like Excel, Marvel, and GameSalad to create quick iterations, and emphasizing frequent playtesting to gather feedback without being attached to initial mechanics or code.
ATD 2017 Play Games to Learn Game DesignSharon Boller
This document provides an overview of Bottom-Line Performance and how games can be used for learning. It discusses three games - Quiplash, Timeline, and Lie Swatter - that were played to demonstrate game mechanics. Participants then evaluated each game and brainstormed how elements could be reused or adapted for other learning contexts. The document promotes the idea that learning game design through playing games and provides resources for designing interactive audience-based games.
Kultima, A. (2013) Philosophy of Design Researchaakoo
This document discusses game research from the perspective of a researcher in the field. As a game researcher, they study how people interact with and experience games. Their goal is to better understand gameplay and apply those insights to help improve game design and the player experience.
This document summarizes the growth of game jams and the Global Game Jam event from 2010-2014. It discusses how the Global Game Jam has grown from over 16,000 participants at 319 locations in 63 countries in 2013 to over 20,000 participants at 488 locations in 72 countries in 2014. It also provides context on game design research and how game jams can be used for advocacy, academia, brainstorming creativity, and field studies in a short 48 hour period.
This is my speech from a Shared Gems seminar held at Helsinki June 2012. I talked to game students about how hard it is to know where the industry is going and tried to break their possible gamer-bubble. The slides are kinda toned, even though my speech was pretty harsh.
The GaIn project focuses on developing playful and systematic approaches to enhance and organize the process of creating new game products. It studies creativity and innovation in game design through interviews and workshops. The goal is to understand game design as a domain-specific practice and to develop methodologies and tools to generate, refine, evaluate, and manage game ideas in a systematic yet playful manner.
GDCMobile08: Creativity Techniques is Game Designaakoo
This document summarizes a presentation on creativity techniques in game design given by Annakaisa Kultima at the GDC Mobile conference in 2008. It discusses that creativity is a complex phenomenon involving multiple influences from idea generation through product delivery. While creativity cannot be fully explained, idea generation techniques can be learned and trained. The presentation explores how the mind works with lateral versus vertical thinking and examines techniques like brainstorming to generate novel ideas for game design.
Unlocking the Secrets of IPTV App Development_ A Comprehensive Guide.pdfWHMCS Smarters
With IPTV apps, you can access and stream live TV, on-demand movies, series, and other content you like online. Viewers have more flexibility and customization of content to watch. To develop the best IPTV app that functions, you must combine creative problem-solving skills and technical knowledge. This post will look into the details of IPTV app development, so keep reading to learn more.
Morgan Freeman is Jimi Hendrix: Unveiling the Intriguing Hypothesisgreendigital
In celebrity mysteries and urban legends. Few narratives capture the imagination as the hypothesis that Morgan Freeman is Jimi Hendrix. This fascinating theory posits that the iconic actor and the legendary guitarist are, in fact, the same person. While this might seem like a far-fetched notion at first glance. a deeper exploration reveals a rich tapestry of coincidences, speculative connections. and a surprising alignment of life events fueling this captivating hypothesis.
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Introduction to the Hypothesis: Morgan Freeman is Jimi Hendrix
The idea that Morgan Freeman is Jimi Hendrix stems from a mix of historical anomalies, physical resemblances. and a penchant for myth-making that surrounds celebrities. While Jimi Hendrix's official death in 1970 is well-documented. some theorists suggest that Hendrix did not die but instead reinvented himself as Morgan Freeman. a man who would become one of Hollywood's most revered actors. This article aims to delve into the various aspects of this hypothesis. examining its origins, the supporting arguments. and the cultural impact of such a theory.
The Genesis of the Theory
Early Life Parallels
The hypothesis that Morgan Freeman is Jimi Hendrix begins by comparing their early lives. Jimi Hendrix, born Johnny Allen Hendrix in Seattle, Washington, on November 27, 1942. and Morgan Freeman, born on June 1, 1937, in Memphis, Tennessee, have lived very different lives. But, proponents of the theory suggest that the five-year age difference is negligible and point to Freeman's late start in his acting career as evidence of a life lived before under a different identity.
The Disappearance and Reappearance
Jimi Hendrix's death in 1970 at the age of 27 is a well-documented event. But, theorists argue that Hendrix's death staged. and he reemerged as Morgan Freeman. They highlight Freeman's rise to prominence in the early 1970s. coinciding with Hendrix's supposed death. Freeman's first significant acting role came in 1971 on the children's television show "The Electric Company," a mere year after Hendrix's passing.
Physical Resemblances
Facial Structure and Features
One of the most compelling arguments for the hypothesis that Morgan Freeman is Jimi Hendrix lies in the physical resemblance between the two men. Analyzing photographs, proponents point out similarities in facial structure. particularly the cheekbones and jawline. Both men have a distinctive gap between their front teeth. which is rare and often highlighted as a critical point of similarity.
Voice and Mannerisms
Supporters of the theory also draw attention to the similarities in their voices. Jimi Hendrix known for his smooth, distinctive speaking voice. which, according to some, resembles Morgan Freeman's iconic, deep, and soothing voice. Additionally, both men share certain mannerisms. such as their calm demeanor and eloquent speech patterns.
Artistic Parallels
Musical and Acting Talents
Jimi Hendrix was regarded as one of t
The cats, Sunny and Rishi, are brothers who live with their sister, Jessica, and their grandmother, Susie. They work as cleaners but wish to seek other kinds of employment that are better than their current jobs. New career adventures await Sunny and Rishi!
You know you're an adult when every check-up gets you down. View What Going to the Doctor is Like as an Adult and more funny posts on salty vixen stories & more-saltyvixenstories.com
How OTT Players Are Transforming Our TV Viewing Experience.pdfGenny Knight
The advent of Over-The-Top (OTT) players has brought a seismic shift in the television industry, transforming how we consume media. These digital platforms, which deliver content directly over the internet, have outpaced traditional cable and satellite television, offering unparalleled convenience, variety, and personalization. Here’s an in-depth look at how OTT players are revolutionizing the TV viewing experience.
SERV is the ideal spot for savory food, refreshing beverages, and exciting entertainment. Each visit promises an unforgettable experience with daily promotions, live music, and engaging games such as pickleball. Offering five distinct food concepts inspired by popular street food, as well as coffee and dessert options, there's something to satisfy every taste. For more information visit our website: https://servfun.com/
Sara Saffari: Turning Underweight into Fitness Success at 23get joys
Uncover the remarkable journey of Sara Saffari, whose transformation from underweight struggles to being recognized as a fitness icon at 23 underscores the importance of perseverance, discipline, and embracing a healthy lifestyle.
Enhance Your Viewing Experience with Gold IPTV- Tips and Tricks for 2024.pdfXtreame HDTV
In the ever-evolving landscape of digital entertainment, IPTV (Internet Protocol Television) has emerged as a popular alternative to traditional cable and satellite TV services. Offering unparalleled flexibility, a vast selection of channels, and affordability, IPTV services like Gold IPTV have revolutionized the way we consume television content. This comprehensive guide will delve into everything you need to know about Gold IPTV, its features, benefits, setup process, and how it can enhance your viewing experience.
HD Video Player All Format - 4k & live streamHD Video Player
Discover the best video playback experience with HD Video Player. Our powerful, user-friendly app supports all popular video formats and codecs, ensuring seamless playback of your favorite videos in stunning HD and 4K quality. Whether you're watching movies, TV shows, or personal videos, HD Video Player provides the ultimate viewing experience on your device. 🚀
1. Bluetooth planets & Shave my baby! Breaking the Magic Circle with Game Idea Generation Games Annakaisa Kultima, Johannes Niemelä, Janne Paavilainen & Hannamari Saarenpää
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12. Thank You! Annakaisa Kultima Johannes Niemelä Janne Paavilainen Hannamari Saarenpää [email_address] or [email_address]