This is a slide deck that I created and presented in 2010/2011 when I was asked to give a talk on gamers & gaming. I'm still playing WoW, and I've leveled up ;)
This document discusses and challenges stereotypes about gamers. It first outlines the origins of gaming and some key early games. It then lists common stereotypes that gamers are fat, dirty, socially inept individuals who live with their parents and eat junk food. However, the document argues these stereotypes are not always accurate. It notes that some gamers have won prize money in competitions and that gaming can be a social activity with friends. Not all gamers lack exercise or a life outside of gaming. In the end, the author shares they consider themselves a gamer but do not fit many of the negative stereotypes, having a girlfriend, practicing sports, and maintaining personal hygiene and social relationships.
1) Success in handling money requires understanding the true nature of the financial field you are playing in, which is often not fair or balanced.
2) You must be prepared to experience losses and adversity along the way to ultimately winning, as making intelligent decisions at each step can improve your odds of success.
3) In order to make money, you need to commit yourself daily to thoughtful, careful application of sound financial principles through study, rather than assuming you can manage your finances on a whim.
This document discusses a story involving a boy, man, parents, cult members, and friends along the way who experience sad, lonely, possessed, condemned, tormented feelings and are described as disturbed, pale, cold hearted, bitter with a warped sense of justice. The document also mentions concepts like binary opposition, Todorov's equilibrium, and Syd Field's 3 act plot structure that could relate to analyzing the story.
Designing Games for "the 43-year-old woman"Chris Trottier
The document discusses designing games for the average social gamer, identified as a 43-year-old woman. It outlines 10 "deal-breakers" and 11 "turn-ons" for this type of gamer based on the author's experience. The deal-breakers include things like rigid timing, strangers, and 3D camera navigation. The turn-ons include real-world value, helping with self-expression, reflecting real social networks, and providing satisfying core actions and simple pleasures. The author advocates designing games that are charming, beautiful, relaxing and rewarding rather than challenging in order to better engage accidental gamers.
This document argues that mature video games should not be judged solely based on their rating and that they can have educational benefits. It discusses several story-driven mature games like Beyond Two Souls and The Last of Us that have compelling narratives. It also notes that mature games sometimes have options to filter graphic content and that research has found benefits of video games like improved decision-making, creativity, and reduced stress. The document aims to convince the reader that mature games deserve consideration and that banning all of them would be too broad when only more extreme violent titles may need restrictions.
This document appears to be a personality recognition quiz for a group competition consisting of 3 rounds: a general round with 20 questions worth 5 points each, a bonus round with 12 questions worth 10 or -5 points each, and a buzzer round where participants can quickly answer a question for 20 or -10 points. The quiz then lists 30 people, primarily CEOs of major technology companies and social media platforms, actors from Nepal, and business founders, and asks participants to recognize each person.
Zextravagance is an educational software game that allows teenagers to choose a fictional life and career, make decisions that impact their finances and lifestyle, and compete with friends. Players can choose to live as different types of characters, such as an actor, singer, prince, or billionaire, and make choices about vehicles, fashion, relationships and more. The game is designed to be entertaining while providing experience with serious decision making.
Reality is Broken: GDC08 Rant by Jane McGonigalJane McGonigal
As game designers, we own more emotional bandwidth, we occupy more brain cycles, and we make more people happy than any other platform or content in the world. Reality is fundamentally broken, and we have a responsibility as game designers to fix it. We have a responsibility as the smartest people in the world, the people who understand how to make systems that make people feel engaged, successful, happy, and completely alive, and we have the knowledge and the power to invent systems that make reality work better. We have the responsibility to take what we’ve learned as an industry over the past 30 years and start making everyday life more like our games.
This document discusses and challenges stereotypes about gamers. It first outlines the origins of gaming and some key early games. It then lists common stereotypes that gamers are fat, dirty, socially inept individuals who live with their parents and eat junk food. However, the document argues these stereotypes are not always accurate. It notes that some gamers have won prize money in competitions and that gaming can be a social activity with friends. Not all gamers lack exercise or a life outside of gaming. In the end, the author shares they consider themselves a gamer but do not fit many of the negative stereotypes, having a girlfriend, practicing sports, and maintaining personal hygiene and social relationships.
1) Success in handling money requires understanding the true nature of the financial field you are playing in, which is often not fair or balanced.
2) You must be prepared to experience losses and adversity along the way to ultimately winning, as making intelligent decisions at each step can improve your odds of success.
3) In order to make money, you need to commit yourself daily to thoughtful, careful application of sound financial principles through study, rather than assuming you can manage your finances on a whim.
This document discusses a story involving a boy, man, parents, cult members, and friends along the way who experience sad, lonely, possessed, condemned, tormented feelings and are described as disturbed, pale, cold hearted, bitter with a warped sense of justice. The document also mentions concepts like binary opposition, Todorov's equilibrium, and Syd Field's 3 act plot structure that could relate to analyzing the story.
Designing Games for "the 43-year-old woman"Chris Trottier
The document discusses designing games for the average social gamer, identified as a 43-year-old woman. It outlines 10 "deal-breakers" and 11 "turn-ons" for this type of gamer based on the author's experience. The deal-breakers include things like rigid timing, strangers, and 3D camera navigation. The turn-ons include real-world value, helping with self-expression, reflecting real social networks, and providing satisfying core actions and simple pleasures. The author advocates designing games that are charming, beautiful, relaxing and rewarding rather than challenging in order to better engage accidental gamers.
This document argues that mature video games should not be judged solely based on their rating and that they can have educational benefits. It discusses several story-driven mature games like Beyond Two Souls and The Last of Us that have compelling narratives. It also notes that mature games sometimes have options to filter graphic content and that research has found benefits of video games like improved decision-making, creativity, and reduced stress. The document aims to convince the reader that mature games deserve consideration and that banning all of them would be too broad when only more extreme violent titles may need restrictions.
This document appears to be a personality recognition quiz for a group competition consisting of 3 rounds: a general round with 20 questions worth 5 points each, a bonus round with 12 questions worth 10 or -5 points each, and a buzzer round where participants can quickly answer a question for 20 or -10 points. The quiz then lists 30 people, primarily CEOs of major technology companies and social media platforms, actors from Nepal, and business founders, and asks participants to recognize each person.
Zextravagance is an educational software game that allows teenagers to choose a fictional life and career, make decisions that impact their finances and lifestyle, and compete with friends. Players can choose to live as different types of characters, such as an actor, singer, prince, or billionaire, and make choices about vehicles, fashion, relationships and more. The game is designed to be entertaining while providing experience with serious decision making.
Reality is Broken: GDC08 Rant by Jane McGonigalJane McGonigal
As game designers, we own more emotional bandwidth, we occupy more brain cycles, and we make more people happy than any other platform or content in the world. Reality is fundamentally broken, and we have a responsibility as game designers to fix it. We have a responsibility as the smartest people in the world, the people who understand how to make systems that make people feel engaged, successful, happy, and completely alive, and we have the knowledge and the power to invent systems that make reality work better. We have the responsibility to take what we’ve learned as an industry over the past 30 years and start making everyday life more like our games.
From basement to boardroom, fantasy role playing game Dungeons & Dragons has become a cultural icon for the millions who play, and big business in the publishing world. This talk takes you on a journey into the world of D&D and how playing it can help you strategize like a level 20 wizard.
Chris Trottier "Designing Games for the 43 year old Woman"Game Diversity
This presentation was done by (and is owned by) Chris Trottier, Zynga. It is being uploaded to continue / further the discussion of diversity and inclusion within the video game industry.
Differences between online games and virtual worlds and how they come aboutMartin Oliver
This document discusses the differences between online games and virtual worlds. It explores definitions of games and the concept of the "magic circle." Games are rule-based systems with quantifiable outcomes, while the magic circle refers to the boundary between the game and real world. However, these boundaries are often ambiguous and permeable. Role-playing games in particular challenge definitions of games. The document uses the examples of World of Warcraft and Second Life to illustrate how online spaces can incorporate both game-like and world-like elements, and discusses related issues like managing multiple identities.
This document provides an overview of the evolution of games and play throughout history. It discusses how play has transitioned from unstructured activities to structured games with rules over time. Key frameworks for understanding play and games are presented, including defining characteristics like being free, occurring in a separate frame from normal life, and having quantifiable outcomes. Different types of player motivations are outlined. The talk argues that games are systems involving an artificial conflict within rules that players engage with. It concludes by envisioning what an "art game" may look and feel like.
Behind the Avatar: using qualitative methods to understand MMO gamersTracy Kennedy
The document discusses using qualitative research methods to understand role-playing practices in massively multiplayer online (MMO) games. It outlines plans to conduct ethnographic research through in-game observation and interviews to explore why players role-play, how they perform role-playing, and the meanings and importance they ascribe to role-playing. The research aims to gain insights from the perspective of role-players and understand role-playing as a meaningful part of players' social worlds and experiences.
Marking: How we mark your essay to improve your grade | Oxbridge Essays. OET Essay Marking Service | Sydney Language Solutions. Essay Marking Services For HSC and IB | EssayMarking.com.au. Essay Marking | Sydney Language Solutions. (PDF) Automated essay marking tool for ESL writing based on heuristics. Essay marking service by an ex-IELTS examiner – The IELTS Correction Centre. Writing Marking Service - 12 sample marked essays - Mc IELTS. College essay editing service. Guide to Marking English Essay Assignments from Your Students. Essay marking service. English Grammar 1 to 1 tutorial | Sydney Language Solutions. Law Marking Service for Essays and Dissertations. IELTS essay marking service – Learn English in Birmingham, Sutton .... Criteria For Marking Essay - CLEARESSAY. Science marking criteria for essay. Ielts essay writing task 2. IELTS Writing Marking Service – Succeed In IELTS with Tony. Marking Criteria - Academic English UK. Essay Self Marking Guide | Teaching Resources. Essay Marking Schemes. Marking essays: making it easier and more fun | Brian's comments. ESSAY MARKING SYSTEM - ESL worksheet by beazurera. PPT - Essay marking scheme 0: No answer PowerPoint Presentation - ID .... Essay marking scheme. Marking Essays - tutor guidance - downloadable eBook (PDF). NOTICE WRITING ( FORMAT, TIPS, EXAMPLE, MARKING SCHEME ) // CLASS 11 .... Assessing Students' Written Work: Marking Essays and Reports - 2nd .... Extended essay marking guidelines - Extended Essay Marking Guidelines .... Part 10: How to Write Persuasive Essays | Year 9 English Guide Essay Marking Service
Tarpley te922 part time 2011 self presentationjvtarpley
Roleplaying games can be used effectively in educational settings by engaging students in collaborative storytelling, problem-solving, and social skills development. They encourage higher-order thinking as students strategize solutions and exercise creativity. Additionally, many roleplaying systems organically incorporate math skills. The author has personally found success using roleplaying to counsel at-risk youth in developing prosocial behaviors and perspective-taking abilities.
Level Up on Awareness: Exploring Harassment and Promoting Confidence of Femal...CSNLibrary
This document discusses female gamers and issues they face in the gaming community. It provides statistics showing that 44% of gamers are women, yet many still believe gaming is a male-dominated space. The document examines how women experience harassment, such as sexist slurs and sexual aggression. It also explores why labeling oneself a "gamer" can be complicated for women. Finally, it suggests ways to support female gamers, such as creating safe spaces and encouraging conversations to foster understanding between genders.
Players and Avatars: Against IdentificationMia Consalvo
Much study of MMOGs as well as other videogames presumes an affinity between players and their avatars. Gee has developed the concept of 'projective identity' and Bailensen, Yee and others have done extensive work exploring the Proteus effect, which suggests humans are deeply influenced by the avatars they choose, and likewise how such avatars become extensions of themselves in games and virtual spaces. Some of my own past work has explored how women strongly identify with female avatars, 'gender-swapping' at rates much lower than similar male players. Yet what of games that don't employ avatars, or rely on multiple or non-human avatars for players to employ? What of players who simply do not characterize game avatars as extensions of themselves? How can we speak of identification such instances? Is it still a useful concept to investigate?
This talk reviews some of my past research about players, identity and avatars, to offer a starting point for argument. But the heart of the talk explores instances of games where avatar presentation and use depart from our traditional conceptualizations --either by their absence or their opposition to humanoid facsimiles. By doing so this talk challenges game studies' easy reliance on avatars as proxies for identity in games, and asks what happens when players fail to use or access such embodiments in their gameplay. It suggests alternative ways to understand player agency and identification in games, and moves beyond avatars as the principle means for doing so.
This document discusses different types of friends and friendships. It begins by defining friendship and listing examples of amazing friendships from the Bible. It then describes 10 types of "pseudo-friends" to be aware of, such as "The Energy Vampire" who drains your energy and "The Calculator" who keeps score of favors. It continues by outlining 8 types of friends that are important to have, including a "Loyal Best Friend," "Fearless Adventurer," and "Wise Mentor." It emphasizes the importance of developing diverse friendships with people from different cultures or who have opposing views. In the end, it stresses examining ourselves and becoming better friends.
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
Students to Heroes 2.0 - Gaming Association of Manitoba EducatorsLucas Gillispie
Here's everything I shared at the GAME event keynote. My journey as a gamer and educator, examples of how I and others have used popular games like World of Warcraft and Minecraft for learning, tips for getting a games and learning program going in your school.
Since the narrative has a fundamental role for engagement in games, the design of the gameplay cannot underestimate a prerequisite of aesthetic coherence: the player's actions in the game can't conflict with those of avatar in the story.
Because of this, the theme of the game, which is the semantic nucleus of experience, must be the permanent reference of design.
In this game design talk, Vincenzo Santalucia, game/narrative designer of the official game of Netflix series Suburra, tells about the approach and the design process followed to construct a ludonarrative experience as much as possible recognizable and coherent.
This document discusses using games for language learning. It argues that many modern games involve problem-solving, creative thinking, and interaction that can promote language acquisition. The document outlines several ways games can support language learning, such as through reading instructions and dialogue, interacting with characters, and using online resources. It also notes potential pros, like motivation, and cons, like risks of online play. Overall, the document advocates adapting non-educational games for language learning rather than traditional educational games.
The document summarizes Jeff Johannigman's presentation on immersive learning simulations. It discusses how terms like "games" and "fun" can be barriers for corporate adoption, and promotes using the term "immersive learning simulations" instead. It also outlines various types of learning games and the key ingredients of an effective game, including interactivity, game mechanics, balanced challenge, feedback, and resource management.
The document summarizes a presentation by Jeff Johannigman on immersive learning simulations. It discusses Jeff's background in the gaming industry and how he became interested in using games for learning. It then covers barriers to adopting games for learning in corporations and proposes using the term "immersive learning simulations" instead of "games" or "serious games". Finally, it discusses elements of simulations and what makes them immersive for learning.
This document provides an overview of topics and assignments for a game design class. It discusses checking in on a game design document assignment due next class, the concept of immersion in games, problematic player behavior, and how psychological factors like anonymity, rewards, and escapism are important for game designers to consider. Students are asked to play and analyze the game Avengers Alliance, and consider how readings on gaming psychology relate to design work. The document reminds students that their game design documents are due in class on Thursday.
“Women’s Online Gaming Communities: Don’t Hate the Game, Hate the Players”
Pervasive stereotypes such as ‘women don’t game’, ‘women don’t know how to game’ and ‘women don’t play violent videogames’ have long saturated the media as an explanation of why there are not more women gaming. The purpose of this presentation is to address these stereotypes and examine the online gaming experiences of women in Xbox Live that may explain why women appear absent in online gaming spaces. Using data from the GamerchiX Forum, I will discuss issues of harassment that women experience, and how the GamerchiX community (consisting of 2700 female gamers) offers different types of social support to address and overcome these negative gaming experiences, and how GamerchiX creates a safe, secure and encouraging community of female gamers. Moreover, I will explore the role GamerchiX plays in the lives of these women outside of gaming, which often encompass forum discussions that are not related to gaming at all, face-to-face meetings and associations in such spaces as Facebook.
ACCA Version of AI & Healthcare: An Overview for the CuriousKR_Barker
This is the version of my AI & Healthcare class that I presented to attendees of the Association of Cancer Center Administrators' 2024 annual conference in Philadelphia.
AI is widely utilized in healthcare. This presentation provides a friendly introduction to the topic for librarians, health professionals, and anyone with an interest in the topic. Attendees will come away informed about the field’s history, conversant with definitions of important concepts, an understanding of how AI can become biased (and what that means for patients), and familiar with some of the many ways that AI is currently being used in healthcare.
AI and Healthcare: An Overview (January 2024)KR_Barker
Use this presentation to:
- learn about the historical roots of AI
- learn about major events in the AI timeline
- get an overview of some of the ways that AI is being used now in healthcare to facilitate provider-patient communication, mine medical records, assess patients, predict illness, suggest treatments, enable patient monitoring
This presentation is updated for early 2024 and addresses AI's use in the creation of dis/misinformation and deepfakes, as well as the bias inherent in AI, brought on by the data sets used to train it.
More Related Content
Similar to Gamers: Uniquely suited to save the world
From basement to boardroom, fantasy role playing game Dungeons & Dragons has become a cultural icon for the millions who play, and big business in the publishing world. This talk takes you on a journey into the world of D&D and how playing it can help you strategize like a level 20 wizard.
Chris Trottier "Designing Games for the 43 year old Woman"Game Diversity
This presentation was done by (and is owned by) Chris Trottier, Zynga. It is being uploaded to continue / further the discussion of diversity and inclusion within the video game industry.
Differences between online games and virtual worlds and how they come aboutMartin Oliver
This document discusses the differences between online games and virtual worlds. It explores definitions of games and the concept of the "magic circle." Games are rule-based systems with quantifiable outcomes, while the magic circle refers to the boundary between the game and real world. However, these boundaries are often ambiguous and permeable. Role-playing games in particular challenge definitions of games. The document uses the examples of World of Warcraft and Second Life to illustrate how online spaces can incorporate both game-like and world-like elements, and discusses related issues like managing multiple identities.
This document provides an overview of the evolution of games and play throughout history. It discusses how play has transitioned from unstructured activities to structured games with rules over time. Key frameworks for understanding play and games are presented, including defining characteristics like being free, occurring in a separate frame from normal life, and having quantifiable outcomes. Different types of player motivations are outlined. The talk argues that games are systems involving an artificial conflict within rules that players engage with. It concludes by envisioning what an "art game" may look and feel like.
Behind the Avatar: using qualitative methods to understand MMO gamersTracy Kennedy
The document discusses using qualitative research methods to understand role-playing practices in massively multiplayer online (MMO) games. It outlines plans to conduct ethnographic research through in-game observation and interviews to explore why players role-play, how they perform role-playing, and the meanings and importance they ascribe to role-playing. The research aims to gain insights from the perspective of role-players and understand role-playing as a meaningful part of players' social worlds and experiences.
Marking: How we mark your essay to improve your grade | Oxbridge Essays. OET Essay Marking Service | Sydney Language Solutions. Essay Marking Services For HSC and IB | EssayMarking.com.au. Essay Marking | Sydney Language Solutions. (PDF) Automated essay marking tool for ESL writing based on heuristics. Essay marking service by an ex-IELTS examiner – The IELTS Correction Centre. Writing Marking Service - 12 sample marked essays - Mc IELTS. College essay editing service. Guide to Marking English Essay Assignments from Your Students. Essay marking service. English Grammar 1 to 1 tutorial | Sydney Language Solutions. Law Marking Service for Essays and Dissertations. IELTS essay marking service – Learn English in Birmingham, Sutton .... Criteria For Marking Essay - CLEARESSAY. Science marking criteria for essay. Ielts essay writing task 2. IELTS Writing Marking Service – Succeed In IELTS with Tony. Marking Criteria - Academic English UK. Essay Self Marking Guide | Teaching Resources. Essay Marking Schemes. Marking essays: making it easier and more fun | Brian's comments. ESSAY MARKING SYSTEM - ESL worksheet by beazurera. PPT - Essay marking scheme 0: No answer PowerPoint Presentation - ID .... Essay marking scheme. Marking Essays - tutor guidance - downloadable eBook (PDF). NOTICE WRITING ( FORMAT, TIPS, EXAMPLE, MARKING SCHEME ) // CLASS 11 .... Assessing Students' Written Work: Marking Essays and Reports - 2nd .... Extended essay marking guidelines - Extended Essay Marking Guidelines .... Part 10: How to Write Persuasive Essays | Year 9 English Guide Essay Marking Service
Tarpley te922 part time 2011 self presentationjvtarpley
Roleplaying games can be used effectively in educational settings by engaging students in collaborative storytelling, problem-solving, and social skills development. They encourage higher-order thinking as students strategize solutions and exercise creativity. Additionally, many roleplaying systems organically incorporate math skills. The author has personally found success using roleplaying to counsel at-risk youth in developing prosocial behaviors and perspective-taking abilities.
Level Up on Awareness: Exploring Harassment and Promoting Confidence of Femal...CSNLibrary
This document discusses female gamers and issues they face in the gaming community. It provides statistics showing that 44% of gamers are women, yet many still believe gaming is a male-dominated space. The document examines how women experience harassment, such as sexist slurs and sexual aggression. It also explores why labeling oneself a "gamer" can be complicated for women. Finally, it suggests ways to support female gamers, such as creating safe spaces and encouraging conversations to foster understanding between genders.
Players and Avatars: Against IdentificationMia Consalvo
Much study of MMOGs as well as other videogames presumes an affinity between players and their avatars. Gee has developed the concept of 'projective identity' and Bailensen, Yee and others have done extensive work exploring the Proteus effect, which suggests humans are deeply influenced by the avatars they choose, and likewise how such avatars become extensions of themselves in games and virtual spaces. Some of my own past work has explored how women strongly identify with female avatars, 'gender-swapping' at rates much lower than similar male players. Yet what of games that don't employ avatars, or rely on multiple or non-human avatars for players to employ? What of players who simply do not characterize game avatars as extensions of themselves? How can we speak of identification such instances? Is it still a useful concept to investigate?
This talk reviews some of my past research about players, identity and avatars, to offer a starting point for argument. But the heart of the talk explores instances of games where avatar presentation and use depart from our traditional conceptualizations --either by their absence or their opposition to humanoid facsimiles. By doing so this talk challenges game studies' easy reliance on avatars as proxies for identity in games, and asks what happens when players fail to use or access such embodiments in their gameplay. It suggests alternative ways to understand player agency and identification in games, and moves beyond avatars as the principle means for doing so.
This document discusses different types of friends and friendships. It begins by defining friendship and listing examples of amazing friendships from the Bible. It then describes 10 types of "pseudo-friends" to be aware of, such as "The Energy Vampire" who drains your energy and "The Calculator" who keeps score of favors. It continues by outlining 8 types of friends that are important to have, including a "Loyal Best Friend," "Fearless Adventurer," and "Wise Mentor." It emphasizes the importance of developing diverse friendships with people from different cultures or who have opposing views. In the end, it stresses examining ourselves and becoming better friends.
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
Students to Heroes 2.0 - Gaming Association of Manitoba EducatorsLucas Gillispie
Here's everything I shared at the GAME event keynote. My journey as a gamer and educator, examples of how I and others have used popular games like World of Warcraft and Minecraft for learning, tips for getting a games and learning program going in your school.
Since the narrative has a fundamental role for engagement in games, the design of the gameplay cannot underestimate a prerequisite of aesthetic coherence: the player's actions in the game can't conflict with those of avatar in the story.
Because of this, the theme of the game, which is the semantic nucleus of experience, must be the permanent reference of design.
In this game design talk, Vincenzo Santalucia, game/narrative designer of the official game of Netflix series Suburra, tells about the approach and the design process followed to construct a ludonarrative experience as much as possible recognizable and coherent.
This document discusses using games for language learning. It argues that many modern games involve problem-solving, creative thinking, and interaction that can promote language acquisition. The document outlines several ways games can support language learning, such as through reading instructions and dialogue, interacting with characters, and using online resources. It also notes potential pros, like motivation, and cons, like risks of online play. Overall, the document advocates adapting non-educational games for language learning rather than traditional educational games.
The document summarizes Jeff Johannigman's presentation on immersive learning simulations. It discusses how terms like "games" and "fun" can be barriers for corporate adoption, and promotes using the term "immersive learning simulations" instead. It also outlines various types of learning games and the key ingredients of an effective game, including interactivity, game mechanics, balanced challenge, feedback, and resource management.
The document summarizes a presentation by Jeff Johannigman on immersive learning simulations. It discusses Jeff's background in the gaming industry and how he became interested in using games for learning. It then covers barriers to adopting games for learning in corporations and proposes using the term "immersive learning simulations" instead of "games" or "serious games". Finally, it discusses elements of simulations and what makes them immersive for learning.
This document provides an overview of topics and assignments for a game design class. It discusses checking in on a game design document assignment due next class, the concept of immersion in games, problematic player behavior, and how psychological factors like anonymity, rewards, and escapism are important for game designers to consider. Students are asked to play and analyze the game Avengers Alliance, and consider how readings on gaming psychology relate to design work. The document reminds students that their game design documents are due in class on Thursday.
“Women’s Online Gaming Communities: Don’t Hate the Game, Hate the Players”
Pervasive stereotypes such as ‘women don’t game’, ‘women don’t know how to game’ and ‘women don’t play violent videogames’ have long saturated the media as an explanation of why there are not more women gaming. The purpose of this presentation is to address these stereotypes and examine the online gaming experiences of women in Xbox Live that may explain why women appear absent in online gaming spaces. Using data from the GamerchiX Forum, I will discuss issues of harassment that women experience, and how the GamerchiX community (consisting of 2700 female gamers) offers different types of social support to address and overcome these negative gaming experiences, and how GamerchiX creates a safe, secure and encouraging community of female gamers. Moreover, I will explore the role GamerchiX plays in the lives of these women outside of gaming, which often encompass forum discussions that are not related to gaming at all, face-to-face meetings and associations in such spaces as Facebook.
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This is the version of my AI & Healthcare class that I presented to attendees of the Association of Cancer Center Administrators' 2024 annual conference in Philadelphia.
AI is widely utilized in healthcare. This presentation provides a friendly introduction to the topic for librarians, health professionals, and anyone with an interest in the topic. Attendees will come away informed about the field’s history, conversant with definitions of important concepts, an understanding of how AI can become biased (and what that means for patients), and familiar with some of the many ways that AI is currently being used in healthcare.
AI and Healthcare: An Overview (January 2024)KR_Barker
Use this presentation to:
- learn about the historical roots of AI
- learn about major events in the AI timeline
- get an overview of some of the ways that AI is being used now in healthcare to facilitate provider-patient communication, mine medical records, assess patients, predict illness, suggest treatments, enable patient monitoring
This presentation is updated for early 2024 and addresses AI's use in the creation of dis/misinformation and deepfakes, as well as the bias inherent in AI, brought on by the data sets used to train it.
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From traffic routing to self-driving cars, Alexa to Siri, AI’s reach is extending into all areas of life, including healthcare. Join Kimberley to learn more about how AI is being used now, and will be used in the near future, to facilitate provider-patient communication, mine medical records, assess patients, predict illness, suggest treatments, and so much more. This class is freshly updated for 2023 and also includes a section on the bias inherent in AI, which impacts the kind of treatment that patients receive.
Climate Change & Healthcare April 2022.pdfKR_Barker
Climate change refers to long-term shifts in weather patterns due to human-caused increases in greenhouse gases. The effects of climate change threaten public health through increased air pollution, rising temperatures, and more extreme weather. Higher temperatures reduce crop yields and labor productivity, exacerbating health issues like malnutrition and poverty. Addressing climate change requires global cooperation to transition to renewable energy and more climate-resilient development.
This document provides an overview of artificial intelligence and its applications in healthcare. It begins with definitions of AI and machine learning. It then reviews the history of AI from ancient times to recent developments. Current uses of AI in healthcare discussed include predictive analytics, disease detection via pattern recognition, patient self-monitoring, and scheduling. Barriers to the adoption of AI in healthcare and future applications are also mentioned.
Establishing your Personal Brand: Healthcare Professionals (2021)KR_Barker
This document provides information about personal branding and establishing an online presence. It defines personal branding as how individuals match their public image to their inner values to establish themselves professionally and personally. It discusses both internal branding within organizations and external branding on social media and online platforms. Common factors that should be communicated through personal branding are identified as name, photo, contact information, skills, work, and ethics. Resources and tips are provided for using professional social media platforms like LinkedIn to develop an online personal brand.
The document discusses understanding reputation management and the reputation economy. It defines reputation management as shaping public perception of an individual or institution, particularly regarding their digital presence. The reputation economy refers to how a person or organization's standing is shaped by user contributions online. It also discusses how Google works through algorithms that determine search rankings, and how individuals and organizations can establish reputation management plans to positively influence their online presence and respond if reputation is damaged.
Climate Change & Its Effects on Healthcare: an Evidenced-Based OverviewKR_Barker
This document provides an overview of climate change and its effects on healthcare. It defines climate change and outlines key events in the history of climate change study. It then discusses several pressing climate change issues like air pollution and rising temperatures that negatively impact health. The document also examines how climate change leads to deaths directly through extreme weather and indirectly by worsening air quality, heat exposure, and undernutrition. Finally, it discusses strategies for healthcare facilities and professionals to adapt to and mitigate the health effects of climate change through education, facility design, and combating misinformation.
Personal Branding- UVA Lifetime Learning PresentationKR_Barker
This document provides information about personal branding from a presentation by Kimberley R. Barker. The presentation covers defining personal branding as both one's public image and reputation, considering factors that express one's brand both internally and externally, and maintaining one's brand over time. It emphasizes establishing a brand strategy, maintaining an online presence, and addressing privacy, security, and digital legacy after death. The document includes resources and action items for attendees to develop their own personal brands.
This presentation provides both an overview of the history of artificial intelligence, as well as a look at how AI is impacting healthcare now- and how it will impact it in the near future.
This presentation was created by Kimberley R, Barker, MLIS.
This document outlines the services and areas of expertise of Kimberley R. Barker, a librarian for digital life. It lists the resources available at The MILL including a makerspace, virtual reality, audio booth, and reservable studio space. It also lists Barker's areas of expertise as digital identity, personal branding, reputation management, using social media professionally, and tech-related issues around privacy, net neutrality, and AI.
Presentation: Librarian for Multimedia Teaching and LearningKR_Barker
The presentation that I gave as part of my interview for the position of Librarian for Multimedia Teaching and Learning, at the Robertson Media Center, at UVA.
The document discusses reputation management and provides information on:
- Defining online reputation management as shaping public perception, especially digital presence.
- Explaining "Google Truth" as accepting Google results as reality and how Google works through algorithms.
- Detailing steps to establish a reputation management plan including regularly searching yourself online, monitoring privacy settings, and proactively posting positive content.
- Emphasizing the importance of reputation by citing studies showing high ratings correlate with better business outcomes and more patient choices.
This document discusses personal branding and how to establish, maintain, and protect your personal brand. It defines personal branding as matching your public image to your inner values to establish yourself professionally and personally. It recommends reading an article on how the brand is personal again and provides tips on branding yourself internally through your work performance and externally through social media and other online presences. Common factors to focus on include photos, contact info, employer, and skills. The goal is to communicate who you are and what you offer. LinkedIn is suggested as a good social media platform. The document also discusses challenges women may face with likability and provides resources on developing a personal brand and handling digital presence after death.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
1. GAMERS
Uniquely suited
to save the world
Kimberley R. Barker
Emerging Technology
Librarian
Level 76 Shadow Priest,
World of Warcraft
2. •I T M U S T B E A D D R E S S E D …
•S T E R E O T Y P E S & P R O F I L E S / T H E G A M E R
P E R S O N A L I T Y
•T H E P R O B L E M O F R E A L I T Y
•G A M I N G ’ S P O S I T I V E I M P A C T O N T H E R E A L
W O R L D
Overview
3. But first: “Onlines games are so stupid because:”
You’re just sitting there
You’re wearing stupid costumes
You’re investing time and energy with nothing to
show for it
7. Stereotypes
The teenage loner who has no friends
The 30-something clerk who lives in his parents’
basement and ventures outside only to the comic
book store
The unattractive woman who doesn’t date and has a
dead-end job
8. Stereotypes- common traits
Socially awkward; unlikable
Professionally unsuccessful/not likely to be so
Physically unattractive
Not much to offer “the real world”
10. My profile
36 year-old female
Married
One child (2 years old)
Employed full-time
Self-described “frustrated idealist”
11. My guild
Guild leader is a stay-at-home mom
Raid leader is a software design engineer @ HP
Members are:
Grandparents
Teenagers
Real-life friends
Employed full-time
Retired on disability
Accountant, programmers, zoo keeper, district managers,
active military, academics, students, construction workers
22. My guild
Passages from our charter
“The Guild is a family. Always take care of your brothers and sisters. You can trust that they, in turn, will take care of
you. World of Warcraft* is a living community made up of real people. Always treat other players, Guildbrothers and
not, with the same courtesy, dignity and respect with which you yourself wish to be treated. Life is a journey that
includes both smooth, level roads and steep, rocky paths. Help other people navigate the difficult passages whenever
possible, even though it may sometimes increase the danger to yourself. There is a great personal reward in helping
someone in need. It's also possible that you may one day be helped similarly in return.
Never, ever, even think about acting threateningly or abusively towards another player. If you become angry with
someone, go into a neutral corner and cool down. Leave the game for a while if that's what you need in order to regain
your composure. It's not real life so don't get upset about things that happen while playing.
… welcomes members of all races, classes, and levels regardless of age, gender, location or playing skill. However, the
guildhall is rather small so those with large egos will be too cramped for comfort and should look elsewhere. We are
friends who enjoy each other's companionship, the good humor of chatting while playing, and the experiences we share
as a group. We don't have any chips on our shoulders and we don't take the game too seriously. When we die in WoW
we quickly return only a little worse for wear. Real life should be so good.
Our goal is to make everyone recognize [guild name] tag as a sign that they will have more fun playing with us than they
would without us. Always behave in ways that will enhance the reputation of the Guild and make it a welcome addition
to the game for members and non-members alike.
23. Reality IS broken
Real life rewards the wrong things
Success NOT effort or risk (failed quest vs. failed law school
attempt)
Physical attractiveness (MMO’s are level playing field)
Social acuity
Winning, not empathy
24. Reality IS broken
What else is wrong?
Roles often not clearly defined
People are often not allowed to play to their strengths
Collaboration is seen as an add-on and not as an absolute
necessity
The risks to self and security are too high
Honor is an antiquated concept
29. Here at Uva…
Dan Becker, Director of the Center for Biomedical Ethics
and Humanities, a Professor of Medicine in the Division of
General Medicine, Geriatrics, and Palliative Care, and
founding and current editor-in-chief of Hospital Drive
“Dr. Becker is studying the use of computer game technology to
simulate difficult conversations between doctors and patients.”