Patrick Curry has been developing mobile games since 2001. While mobile game development tools and distribution have improved dramatically, the industry has also become much more competitive. Developing mobile games is easier than ever before due to advanced game engines and tools, but it is also harder to succeed financially due to vast choice and short fad cycles. Curry focuses on rapid iterative development with small teams, outsourcing non-core work, and automating processes to stay efficient. He aims to help other developers by open-sourcing the tools and knowledge his company has gained.
The DoGooder app aims to increase volunteerism and charitable donations by gamifying good deeds. It allows users to track their hours of service, compete on leaderboards, and connect with charities and other volunteers through social sharing features and a virtual avatar system. The app is being developed by a team including a programmer, designer, and marketing professional to make volunteering and philanthropy more fun and motivate more people to engage in service.
The document discusses how games and media aimed at adults can provide inspiration for developing games for children. It provides examples of popular adult-oriented games like Cards Against Humanity and Borderlands 2 that demonstrate social and cooperative gameplay elements. It also discusses design principles for kids' games like cooperative level design, storytelling, and scaffolding. The document warns that directly copying inappropriate content from adult games is not advisable and that games for children need to be designed with kids' skill levels and experiences in mind.
This document summarizes the Well Played book series and journal published by ETC Press that analyzes and critiques video games. It discusses how the series examines gameplay, narrative, design, and literacy through presentations, books, conferences, and a peer-reviewed journal. As an example, it provides a live play session analysis of the indie games Monument Valley and Crossy Road, discussing their simple yet engaging gameplay, aesthetics, and progression systems that contributed to their commercial success. The overall goal of Well Played is to explore the value and meaning of video games through critical analysis and discussion of player experience.
The document discusses using game mechanics and design in non-game applications. It notes that companies like Ebay employ game designers and that games can be used to save lives. Game mechanics like collecting points, feedback, exchanges, and customization that are commonly seen in social media can engage and motivate users. These game elements tap into human desires for progress, mastery, self-expression and structured social interaction in a fun and reinforcing way. The document suggests considering how these game mechanics could be applied to other products, services, and interactions.
This presentation was created for the 2015 Indiana Library Federation District Two Conference. It gives an overview why board games are educational, types of board games, using board games for library programming, and circulating board games in library collections.
How New Tech is Innovating Gaming ExperiencesStarr Long
There are many trends in videogames and technology today that will influence and even dominate the next ten years. What happens when multiple trends collide to create heretofore-unknown results? For example imagine taking the options created by the explosive proliferation and evolution of interfaces (cameras, wearable tech, screen extenders, haptic touch, etc.) and mashing two or more of these into a completely new experience? Or what if we combined 3D Printing with the Digital Toys like Skylanders? Twenty-year veteran Starr Long selects nine of these trends and explores how they are already changing the way we make and consume games (and interactive content as a whole).
Patrick Curry has been developing mobile games since 2001. While mobile game development tools and distribution have improved dramatically, the industry has also become much more competitive. Developing mobile games is easier than ever before due to advanced game engines and tools, but it is also harder to succeed financially due to vast choice and short fad cycles. Curry focuses on rapid iterative development with small teams, outsourcing non-core work, and automating processes to stay efficient. He aims to help other developers by open-sourcing the tools and knowledge his company has gained.
The DoGooder app aims to increase volunteerism and charitable donations by gamifying good deeds. It allows users to track their hours of service, compete on leaderboards, and connect with charities and other volunteers through social sharing features and a virtual avatar system. The app is being developed by a team including a programmer, designer, and marketing professional to make volunteering and philanthropy more fun and motivate more people to engage in service.
The document discusses how games and media aimed at adults can provide inspiration for developing games for children. It provides examples of popular adult-oriented games like Cards Against Humanity and Borderlands 2 that demonstrate social and cooperative gameplay elements. It also discusses design principles for kids' games like cooperative level design, storytelling, and scaffolding. The document warns that directly copying inappropriate content from adult games is not advisable and that games for children need to be designed with kids' skill levels and experiences in mind.
This document summarizes the Well Played book series and journal published by ETC Press that analyzes and critiques video games. It discusses how the series examines gameplay, narrative, design, and literacy through presentations, books, conferences, and a peer-reviewed journal. As an example, it provides a live play session analysis of the indie games Monument Valley and Crossy Road, discussing their simple yet engaging gameplay, aesthetics, and progression systems that contributed to their commercial success. The overall goal of Well Played is to explore the value and meaning of video games through critical analysis and discussion of player experience.
The document discusses using game mechanics and design in non-game applications. It notes that companies like Ebay employ game designers and that games can be used to save lives. Game mechanics like collecting points, feedback, exchanges, and customization that are commonly seen in social media can engage and motivate users. These game elements tap into human desires for progress, mastery, self-expression and structured social interaction in a fun and reinforcing way. The document suggests considering how these game mechanics could be applied to other products, services, and interactions.
This presentation was created for the 2015 Indiana Library Federation District Two Conference. It gives an overview why board games are educational, types of board games, using board games for library programming, and circulating board games in library collections.
How New Tech is Innovating Gaming ExperiencesStarr Long
There are many trends in videogames and technology today that will influence and even dominate the next ten years. What happens when multiple trends collide to create heretofore-unknown results? For example imagine taking the options created by the explosive proliferation and evolution of interfaces (cameras, wearable tech, screen extenders, haptic touch, etc.) and mashing two or more of these into a completely new experience? Or what if we combined 3D Printing with the Digital Toys like Skylanders? Twenty-year veteran Starr Long selects nine of these trends and explores how they are already changing the way we make and consume games (and interactive content as a whole).
Ux Week the Future of UX is Play: The 4 Keys to Fun, Emotion, and User Engage...Nicole Lazzaro
UXWeek 2010
Nicole Lazzaro, XEODesign, Inc.
Visit the average workplace and if it were a zoo the humane society would protest! The environment and organizational principals fail to provide the basic mental furniture for workers to focus attention, motivate, collaborate, and to accomplish. No wonder so many struggle with getting things done. Likewise most user experiences fail by ignoring the same simple fact. Human's require emotions to decide.
Often ignored by usability, neuroscience now proves that emotion deeply connects decision making and performance. Emotions also coordinate the actions between people. The trick is that emotions and social experiences are emergent qualities that cannot be designed directly. Nicole brings this challenge to life in her workshop.
In this interactive XEOPlayShop we will cover how the choices in games craft player emotions to increase engagement. In addition to competition there are game mechanics that increase curiosity and others that create social bonding that makes team work possible. We will examine these 4 Keys to Fun plus new social mechanics from XEODesign’s research to see how successful social media and iPhone games offer more playful interfaces that increase engagement, loyalty, and viral distribution.
By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
This document contains information about M. Peter Engelbrite, an indie game developer with over 35 years of experience creating both religious and secular games. It provides a list of games he has created and the various roles he has taken on as a solo game developer, including programmer, artist, animator, and more. It also includes statistics on average game development costs and salaries for different game-related jobs, as well as advice for aspiring game developers.
I'm Not Good at Math, But My Avatar Is!Peggy Sheehy
This document discusses how games can be used for learning. It provides a list of concepts games teach, such as identity, empathy, and problem solving. Games allow players to learn through simulation, practice, applied learning, and feedback within a structured set of rules. The document also references research showing no link between video games and youth violence. It promotes using games to foster creativity, collaboration, and risk-taking within a supportive community.
This document discusses using board games to study user experience design (UXD) principles from a non-digital perspective. It begins by introducing the author and their background in game design. It then defines what a board game is and provides examples of popular modern board games. The document explains that board games are manually operated, physical experiences that can involve complexity and subjective interactions between players. It suggests UXD principles like visual design, information architecture, and interaction design could improve board game design by immersing players in the atmosphere and aiding the learning process. In conclusion, it states that board games have evolved as a communication medium that could further benefit from UXD to better deliver their messages to audiences.
4 Most Important Emotions to Monetize Free to Play GamesNicole Lazzaro
The document discusses how game designers can increase in-app purchases by leveraging specific emotions. It identifies four key emotions - curiosity, fiero, amusement, and desire - that drive player engagement and purchasing behavior. For each emotion, it provides examples from games like Candy Crush Saga, Tiny Towers, and Jetpack Joyride that illustrate how mechanics can be designed to elicit that emotion and encourage exploration, competition, socialization, or collection, thereby increasing monetization. The overall message is that designing gameplay around these four emotions can boost in-app purchases by engaging players in a fun, meaningful way.
The document describes a game called "Programmed to Love" that was designed by Mike Heiberger, Sherly Yunita, Cody Hansen, and Saurabh Pendse. The game involves playing as a good robot trying to socialize with other robots and people to uncover a plot by evil robots taking over while saving the world. General gameplay involves walking around a multi-person setting, meeting and socializing with people to earn friendship points that can be spent on upgrades. The designers pose questions about whether the iconography is clear enough, if the socializing mechanics are too confusing, and if any topics should be off-limits.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
Starr Long: Video Game History & MethodsStarr Long
Starr Long has worked in the video game industry since the 1990s, starting as a game tester and working his way up. He has held executive producer roles at Origin, EA, NCsoft, Disney, and is currently the executive producer of Portalarium and their game Shroud of the Avatar. Some of his notable career experiences include being one of the leads on Ultima Online, one of the first MMORPGs, and working on learning games for Disney. In his current role, he advocates for transparency, frequent updates, and using player feedback in an iterative development process.
This document provides 10 tips for leveling up social mobile games: [1] Treat games as a service that evolves over time based on user data. [2] Different types of players want different rewards. [3] Free players are important for marketing and data but their experience shouldn't be broken. [4] Design gameplay that feeds player habits through daily challenges and leaderboards. [5] Allow players to show off achievements socially. [6] Purchases should enhance gameplay time and ability without harming free players. [7] Offer consumable goods that encourage repeated spending. [8] Maintain game balance through meaningful choices and roles. [9] Create continuity between playing sessions through metagames. [
This document discusses trends in the mobile social gaming market. It notes that there are over 5 billion mobile subscribers, with hundreds of millions playing social games and spending on virtual goods. It emphasizes that mobile players have different behaviors than other platforms due to factors like context and device fragmentation. The document provides a case study on a successful mobile game and discusses challenges like discoverability and monetization strategies like freemium, premium, and advertising models. It stresses the importance of understanding player motivations and designing social and engagement mechanics to maximize lifetime value and revenue.
The Four Keys to Fun: Designing Emotional Engagement and Viral Distribution without Spamming Your Friends
Nicole Lazzaro, XEODesign
Often ignored by usability, neuroscience now proves that emotion deeply connects decision making and performance. Emotions also coordinate the actions between people. Therefore the next design challenge for desktop and cloud applications is not making a UI "easy," but rather making it more emotional and social. The trick is that emotions and social experiences cannot be designed directly.
This presentation covers how the choices in games craft player emotions to increase engagement. In addition to competition there are game mechanics that increase curiosity and others that create social bonding that makes team work possible. We will examine these 4 Keys to Fun plus new social mechanics from XEODesign's research to see how successful social media and iPhone games offer more playful interfaces that increase engagement, loyalty, and viral distribution. By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
From XEODesign's latest player research we will look at:
• How games create emotion and self-motivation
• What mechanics and emotions drive social engagement, networking, and increase social bonding
• How player choices create emotions such as Schadenfreude, Fiero, Curiosity, and Love
• The emotions and mechanics that drive viral distribution.
Comparing examples from social media such as Twitter and Facebook to games on the web, console, and iPhone we draw out the secrets of social play and the emotions that makes something viral. Come hear the latest research results on emotions and games played on iPhones and social networks and what that means for more serious applications.
Fun Meters: Data Driven Design for Tilt: Flip's Adventure in 1.5 DimensionsNicole Lazzaro
“Tilt HD: Flip's Adventure in 1.5 Dimensions” is an iPhone/iPad game/research platform we built to understand the viral mechanics required to create an MSO (Massively Social Online Game) that 6B people could play. The challenge was that the only way we could get enough beta testers was to release Tilt on the iPad first.
In this presentation we share what viral mechanics made a tiny research project a #1 iPad App on Earth Day. And how player session data completely reversed our thinking about the early game. Come see how for Tilt (the first accelerometer game on the iPhone) data driven design changed everything.
Not Another Leaderboard! Or How I Learned to Love GamificationKineoPacific
“Leaderboards, badges, agency” – these words are meaningless on their own. This presentation aims to give the “why” and “how” of using behavioural game theory in education, while avoiding psych jargon like “behavioural game theory”. By the end you’ll understand that humans make strange decisions. You’ll also walk away with a toolbox of questions and techniques to apply during design to improve what most learning wants to do anyway: change learner behaviour.
www.kineo.com
This document provides 10 tips for leveling up social mobile games: [1] Treat games as a service that evolves over time based on user data. [2] Different players need different rewards based on their play style. [3] Free players are important for marketing and data but their experience shouldn't be broken. [4] Design replayability through daily challenges, leaderboards, and social features. [5] Allow players to show off achievements socially. [6] Purchases should enhance but not disrupt game balance. [7] Offer consumable goods to encourage repeated spending. [8] Maintain balance through dilemma-based choices. [9] Create continuity between sessions through metagames. [10]
Using Gamification in Startups - Now you’re playing with powerDudi Peles
Some of the most successful startups are using gamifiaction. How do they do it? Is that their key for success? How can you implement gamification in your startup?
Chasing Wonder and the Future of EngagementNicole Lazzaro
Wonder, one of the strongest emotions of game design, rivets player attention and unleashes powerful neurochemicals that facilitate learning. At the heart of every intellectual pursuit, at the root of nearly all engagement, wonder keeps players coming back. Wonder does not show up in A/B testing. Come learn the secret mechanics that make smartphone games like ANGRY BIRDS, DOODLE JUMP, and FRUIT NINJA best sellers. Be the first to create your own GAME plan for creating engagement by connecting Goals, Actions, Motivations, and Emotions. Games are more than points and badges. Emotions drive fun.
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
Every Kongregate talk they're always saying "guilds, guilds, guilds". Sure, but does that even work for my type of game? And what should a guild design for my game look like?
In this design-focused talk, guilds will be deconstructed into their kernel and then built back up feature-by-feature with an eye on implications for retention, monetization, and engagement. Examples from the industry will be used to look at best practices and missed opportunities while it explores traditional and experimental guild elements. It will also walk through the exercise designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.
This document discusses trends in the mobile gaming market and strategies for successful mobile and social games. It notes that the mobile gaming market is large and growing, with over 120 million people playing social games on their phones. However, it is difficult for new games to gain traction due to competition and fragmentation across devices. The document provides recommendations around social features, monetization strategies like freemium pricing, understanding player motivations, and balancing game balance with revenue goals. It emphasizes the importance of metrics, iterative improvements, and focusing on player retention and lifetime value.
The 4 Most Important Emotions for Social Games, Nicole Lazzaro 100311Nicole Lazzaro
Social Emotions are responsible for Farmville's success and drive all of Web 2.0.
Games on emerging social platforms such as Facebook and the iPhone leverage the emotions between friends to drive viral distribution and build new player experiences. Using examples from PlayFish, Zynga’s Mafia Wars, Playdom, Nexon, and others. We'll distill their social critical success factors. We'd also cover how to apply lessons learned from these games to add social features to existing genres, and what emotions games should target to take advantage of this new era of gaming.
We will examine the 4 most important emotions for social games including new social mechanics from XEODesign's research such as Tilt our experimental iPhone game to see what kinds of choices successful social media and iPhone games offer to inspire playful interfaces that increase engagement, loyalty, and viral distribution. By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
From XEODesign's latest player research we will look at:
How games create the 4 most important emotions in social games
What mechanics and emotions drive social engagement, networking, and increase social bonding
How player choices create social emotions such as Schadenfreude and Naches
The emotions and mechanics that drive viral distribution.
Gamification uses game mechanics and elements to engage users and encourage desired behaviors. The gaming industry generates $75 billion annually, with 65% of people playing games. Gamification can motivate people to do things they may not want to do by making them fun through challenges and a points-based system. Anything can be gamified through elements like levels, badges, leaderboards, and social networks. Gamification in language learning involves using points, virtual items, levels and social interactions to motivate students to practice English. Websites like English Attack use gamification to reward student activity and effort through accumulating experience points from completing lessons and playing games.
What about BitTorrent? Rethinking Web 2.0 and the promise of a participatory ...Kate Raynes-Goldie
This document discusses the promise and reality of participatory culture on the web as enabled by technologies like BitTorrent. While originally seen as leveling the playing field between citizens and big media by allowing anyone to distribute content, issues like unpaid digital labor, privacy concerns, and the maintenance of the status quo have been raised. BitTorrent in particular is highlighted as a forgotten technology that facilitates a more participatory culture by allowing widespread sharing and distribution of media in a way that challenges traditional gatekeepers. Examples are given of how BitTorrent has enabled access to content and discussion in marginalized communities. Concerns over increasingly strict copyright laws stifling creativity are also summarized.
The document discusses the WordPress loop, which is the core mechanism that displays blog posts on a WordPress site. It provides code examples of the basic loop structure, which includes calling get_header() and get_footer() around a check for posts and loop through them to display each post's title, content, and other information. It also explains how the loop works by retrieving posts and related data, then formatting and displaying it on the site.
Ux Week the Future of UX is Play: The 4 Keys to Fun, Emotion, and User Engage...Nicole Lazzaro
UXWeek 2010
Nicole Lazzaro, XEODesign, Inc.
Visit the average workplace and if it were a zoo the humane society would protest! The environment and organizational principals fail to provide the basic mental furniture for workers to focus attention, motivate, collaborate, and to accomplish. No wonder so many struggle with getting things done. Likewise most user experiences fail by ignoring the same simple fact. Human's require emotions to decide.
Often ignored by usability, neuroscience now proves that emotion deeply connects decision making and performance. Emotions also coordinate the actions between people. The trick is that emotions and social experiences are emergent qualities that cannot be designed directly. Nicole brings this challenge to life in her workshop.
In this interactive XEOPlayShop we will cover how the choices in games craft player emotions to increase engagement. In addition to competition there are game mechanics that increase curiosity and others that create social bonding that makes team work possible. We will examine these 4 Keys to Fun plus new social mechanics from XEODesign’s research to see how successful social media and iPhone games offer more playful interfaces that increase engagement, loyalty, and viral distribution.
By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
This document contains information about M. Peter Engelbrite, an indie game developer with over 35 years of experience creating both religious and secular games. It provides a list of games he has created and the various roles he has taken on as a solo game developer, including programmer, artist, animator, and more. It also includes statistics on average game development costs and salaries for different game-related jobs, as well as advice for aspiring game developers.
I'm Not Good at Math, But My Avatar Is!Peggy Sheehy
This document discusses how games can be used for learning. It provides a list of concepts games teach, such as identity, empathy, and problem solving. Games allow players to learn through simulation, practice, applied learning, and feedback within a structured set of rules. The document also references research showing no link between video games and youth violence. It promotes using games to foster creativity, collaboration, and risk-taking within a supportive community.
This document discusses using board games to study user experience design (UXD) principles from a non-digital perspective. It begins by introducing the author and their background in game design. It then defines what a board game is and provides examples of popular modern board games. The document explains that board games are manually operated, physical experiences that can involve complexity and subjective interactions between players. It suggests UXD principles like visual design, information architecture, and interaction design could improve board game design by immersing players in the atmosphere and aiding the learning process. In conclusion, it states that board games have evolved as a communication medium that could further benefit from UXD to better deliver their messages to audiences.
4 Most Important Emotions to Monetize Free to Play GamesNicole Lazzaro
The document discusses how game designers can increase in-app purchases by leveraging specific emotions. It identifies four key emotions - curiosity, fiero, amusement, and desire - that drive player engagement and purchasing behavior. For each emotion, it provides examples from games like Candy Crush Saga, Tiny Towers, and Jetpack Joyride that illustrate how mechanics can be designed to elicit that emotion and encourage exploration, competition, socialization, or collection, thereby increasing monetization. The overall message is that designing gameplay around these four emotions can boost in-app purchases by engaging players in a fun, meaningful way.
The document describes a game called "Programmed to Love" that was designed by Mike Heiberger, Sherly Yunita, Cody Hansen, and Saurabh Pendse. The game involves playing as a good robot trying to socialize with other robots and people to uncover a plot by evil robots taking over while saving the world. General gameplay involves walking around a multi-person setting, meeting and socializing with people to earn friendship points that can be spent on upgrades. The designers pose questions about whether the iconography is clear enough, if the socializing mechanics are too confusing, and if any topics should be off-limits.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
Starr Long: Video Game History & MethodsStarr Long
Starr Long has worked in the video game industry since the 1990s, starting as a game tester and working his way up. He has held executive producer roles at Origin, EA, NCsoft, Disney, and is currently the executive producer of Portalarium and their game Shroud of the Avatar. Some of his notable career experiences include being one of the leads on Ultima Online, one of the first MMORPGs, and working on learning games for Disney. In his current role, he advocates for transparency, frequent updates, and using player feedback in an iterative development process.
This document provides 10 tips for leveling up social mobile games: [1] Treat games as a service that evolves over time based on user data. [2] Different types of players want different rewards. [3] Free players are important for marketing and data but their experience shouldn't be broken. [4] Design gameplay that feeds player habits through daily challenges and leaderboards. [5] Allow players to show off achievements socially. [6] Purchases should enhance gameplay time and ability without harming free players. [7] Offer consumable goods that encourage repeated spending. [8] Maintain game balance through meaningful choices and roles. [9] Create continuity between playing sessions through metagames. [
This document discusses trends in the mobile social gaming market. It notes that there are over 5 billion mobile subscribers, with hundreds of millions playing social games and spending on virtual goods. It emphasizes that mobile players have different behaviors than other platforms due to factors like context and device fragmentation. The document provides a case study on a successful mobile game and discusses challenges like discoverability and monetization strategies like freemium, premium, and advertising models. It stresses the importance of understanding player motivations and designing social and engagement mechanics to maximize lifetime value and revenue.
The Four Keys to Fun: Designing Emotional Engagement and Viral Distribution without Spamming Your Friends
Nicole Lazzaro, XEODesign
Often ignored by usability, neuroscience now proves that emotion deeply connects decision making and performance. Emotions also coordinate the actions between people. Therefore the next design challenge for desktop and cloud applications is not making a UI "easy," but rather making it more emotional and social. The trick is that emotions and social experiences cannot be designed directly.
This presentation covers how the choices in games craft player emotions to increase engagement. In addition to competition there are game mechanics that increase curiosity and others that create social bonding that makes team work possible. We will examine these 4 Keys to Fun plus new social mechanics from XEODesign's research to see how successful social media and iPhone games offer more playful interfaces that increase engagement, loyalty, and viral distribution. By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
From XEODesign's latest player research we will look at:
• How games create emotion and self-motivation
• What mechanics and emotions drive social engagement, networking, and increase social bonding
• How player choices create emotions such as Schadenfreude, Fiero, Curiosity, and Love
• The emotions and mechanics that drive viral distribution.
Comparing examples from social media such as Twitter and Facebook to games on the web, console, and iPhone we draw out the secrets of social play and the emotions that makes something viral. Come hear the latest research results on emotions and games played on iPhones and social networks and what that means for more serious applications.
Fun Meters: Data Driven Design for Tilt: Flip's Adventure in 1.5 DimensionsNicole Lazzaro
“Tilt HD: Flip's Adventure in 1.5 Dimensions” is an iPhone/iPad game/research platform we built to understand the viral mechanics required to create an MSO (Massively Social Online Game) that 6B people could play. The challenge was that the only way we could get enough beta testers was to release Tilt on the iPad first.
In this presentation we share what viral mechanics made a tiny research project a #1 iPad App on Earth Day. And how player session data completely reversed our thinking about the early game. Come see how for Tilt (the first accelerometer game on the iPhone) data driven design changed everything.
Not Another Leaderboard! Or How I Learned to Love GamificationKineoPacific
“Leaderboards, badges, agency” – these words are meaningless on their own. This presentation aims to give the “why” and “how” of using behavioural game theory in education, while avoiding psych jargon like “behavioural game theory”. By the end you’ll understand that humans make strange decisions. You’ll also walk away with a toolbox of questions and techniques to apply during design to improve what most learning wants to do anyway: change learner behaviour.
www.kineo.com
This document provides 10 tips for leveling up social mobile games: [1] Treat games as a service that evolves over time based on user data. [2] Different players need different rewards based on their play style. [3] Free players are important for marketing and data but their experience shouldn't be broken. [4] Design replayability through daily challenges, leaderboards, and social features. [5] Allow players to show off achievements socially. [6] Purchases should enhance but not disrupt game balance. [7] Offer consumable goods to encourage repeated spending. [8] Maintain balance through dilemma-based choices. [9] Create continuity between sessions through metagames. [10]
Using Gamification in Startups - Now you’re playing with powerDudi Peles
Some of the most successful startups are using gamifiaction. How do they do it? Is that their key for success? How can you implement gamification in your startup?
Chasing Wonder and the Future of EngagementNicole Lazzaro
Wonder, one of the strongest emotions of game design, rivets player attention and unleashes powerful neurochemicals that facilitate learning. At the heart of every intellectual pursuit, at the root of nearly all engagement, wonder keeps players coming back. Wonder does not show up in A/B testing. Come learn the secret mechanics that make smartphone games like ANGRY BIRDS, DOODLE JUMP, and FRUIT NINJA best sellers. Be the first to create your own GAME plan for creating engagement by connecting Goals, Actions, Motivations, and Emotions. Games are more than points and badges. Emotions drive fun.
Building Games for the Long Term: Pragmatic F2P Guild Design (GDC Europe 2013)Kongregate
Every Kongregate talk they're always saying "guilds, guilds, guilds". Sure, but does that even work for my type of game? And what should a guild design for my game look like?
In this design-focused talk, guilds will be deconstructed into their kernel and then built back up feature-by-feature with an eye on implications for retention, monetization, and engagement. Examples from the industry will be used to look at best practices and missed opportunities while it explores traditional and experimental guild elements. It will also walk through the exercise designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.
This document discusses trends in the mobile gaming market and strategies for successful mobile and social games. It notes that the mobile gaming market is large and growing, with over 120 million people playing social games on their phones. However, it is difficult for new games to gain traction due to competition and fragmentation across devices. The document provides recommendations around social features, monetization strategies like freemium pricing, understanding player motivations, and balancing game balance with revenue goals. It emphasizes the importance of metrics, iterative improvements, and focusing on player retention and lifetime value.
The 4 Most Important Emotions for Social Games, Nicole Lazzaro 100311Nicole Lazzaro
Social Emotions are responsible for Farmville's success and drive all of Web 2.0.
Games on emerging social platforms such as Facebook and the iPhone leverage the emotions between friends to drive viral distribution and build new player experiences. Using examples from PlayFish, Zynga’s Mafia Wars, Playdom, Nexon, and others. We'll distill their social critical success factors. We'd also cover how to apply lessons learned from these games to add social features to existing genres, and what emotions games should target to take advantage of this new era of gaming.
We will examine the 4 most important emotions for social games including new social mechanics from XEODesign's research such as Tilt our experimental iPhone game to see what kinds of choices successful social media and iPhone games offer to inspire playful interfaces that increase engagement, loyalty, and viral distribution. By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
From XEODesign's latest player research we will look at:
How games create the 4 most important emotions in social games
What mechanics and emotions drive social engagement, networking, and increase social bonding
How player choices create social emotions such as Schadenfreude and Naches
The emotions and mechanics that drive viral distribution.
Gamification uses game mechanics and elements to engage users and encourage desired behaviors. The gaming industry generates $75 billion annually, with 65% of people playing games. Gamification can motivate people to do things they may not want to do by making them fun through challenges and a points-based system. Anything can be gamified through elements like levels, badges, leaderboards, and social networks. Gamification in language learning involves using points, virtual items, levels and social interactions to motivate students to practice English. Websites like English Attack use gamification to reward student activity and effort through accumulating experience points from completing lessons and playing games.
What about BitTorrent? Rethinking Web 2.0 and the promise of a participatory ...Kate Raynes-Goldie
This document discusses the promise and reality of participatory culture on the web as enabled by technologies like BitTorrent. While originally seen as leveling the playing field between citizens and big media by allowing anyone to distribute content, issues like unpaid digital labor, privacy concerns, and the maintenance of the status quo have been raised. BitTorrent in particular is highlighted as a forgotten technology that facilitates a more participatory culture by allowing widespread sharing and distribution of media in a way that challenges traditional gatekeepers. Examples are given of how BitTorrent has enabled access to content and discussion in marginalized communities. Concerns over increasingly strict copyright laws stifling creativity are also summarized.
The document discusses the WordPress loop, which is the core mechanism that displays blog posts on a WordPress site. It provides code examples of the basic loop structure, which includes calling get_header() and get_footer() around a check for posts and loop through them to display each post's title, content, and other information. It also explains how the loop works by retrieving posts and related data, then formatting and displaying it on the site.
This document is from a presentation by Gary, Miles, Rose, and Steven given at barcamp Perth on June 30, 2007. The presentation covers topics for starting a business such as passion, resources, skill sets, warning signs, business structures, government assistance, legal requirements, insurance, breaking even, charge rates, marketing, human resources, unique selling proposition, ethics, workspaces, work-life balance, business envy, and thanks. It directs readers to the presenters' blogs for more information.
This document introduces the NET204 unit on internet communities and social networks. It discusses key topics that will be covered like online conferences, social media platforms, theories of online and virtual communities, and the relationship between individuals and the groups they belong to. Students will participate in an online conference, networking with other students, and begin thinking about their paper topics.
Indie Games and the Role of Self PublishingPeter Lynch
Talk by Peter Lynch, CEO Fierce Fun at University College Cork's Digital Humanities conference Digitopia. The talk was on (independent) indie games development and role of self publishing in games.
Tenshi gamification for gamers march 2012jonathannewth
This document discusses gamification and its use in non-game environments. It provides background on the speaker, Jonathan Newth, and outlines the history of video game consoles from the 1970s to today. It then discusses how the gaming world has changed with mobile, social, and online games becoming prominent. The rest of the document discusses what gamification is, examples of gamification mechanics like rewards and leveling up, and how these techniques can be used to engage gamers in non-game contexts. It finishes with lessons learned from digital games and a vision of future convergence between virtual and real worlds.
Gamification is using game elements and design in non-game contexts to encourage engagement and motivation. Game elements include achievements, avatars, badges, and leaderboards. Gamification can increase engagement both externally for marketing and sales and internally for productivity. Foursquare successfully used gamification to grow to over 20 million users. Gamification works by appealing to what makes games fun, such as problem solving, teamwork, and recognition. Companies should define objectives, target behaviors, understand players, and deploy appropriate tools in a gamified design framework.
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.
Games for learning & Role Play ScenariosPaul Pivec
This document discusses research on the effectiveness of game-based learning. It summarizes various studies that have found mixed results about games stimulating learning. Some studies found games can develop skills like strategic thinking while others found no significant learning differences compared to traditional methods. The document also notes learners prefer games that are fun, collaborative, and relevant to learning objectives. Game-based learning works best when games are well-designed for learning goals and used as a supplemental tool in a classroom environment rather than replacement for teachers.
The document discusses ways to gamify surveys to improve user engagement through examples like mad libs, chatbots, and board/card games. It notes that gamification has moved past the hype phase and provides inexpensive DIY options through platforms like Datagame that allow integrating gamification into existing survey processes without needing custom development. Gamification techniques can enhance surveys by using different question types or integrating gamified elements.
This document discusses games and gamification. It begins by defining what games are as interactive, goal-oriented activities involving players interfering with each other. It then lists several reasons why games are useful, such as providing structure, motivation, learning from feedback, flow, and problem solving. The document discusses applying game mechanics to non-entertainment applications for engagement. It provides examples of game mechanics like progress bars, status/leaderboards, achievements, and collaborative exploration. Finally, it asks if there are any other questions or stories about games and gamification.
This document discusses educational game design and describes two games developed for the European Commission's e-Bug project. A platform game was designed for younger children to teach microbiology concepts through gameplay mechanics. A detective game was designed for older children to teach through narrative scenarios. Both games showed some knowledge gains but also highlighted lessons learned, such as the need for user testing to identify interface issues before development is completed.
Gamification - The Power of Gameful DesignDudi Peles
This document discusses gamification and its power for gameful design. It begins with an introduction of the presenter and an outline of the presentation topics, which will cover video games and game design theory, examples of gamification, and a question period. The presentation then discusses how game designers have turned fun into a science over 40 years, and how games are changing and becoming part of real life in new ways. It introduces gamification as applying game elements to typically non-game activities. Examples are provided and gameful design basics are covered, including player motivation and game mechanics. The presenter shares his experience gamifying various applications and a programming course. Students became more engaged and the course was rated as one of the most fun.
This document provides an introduction to game design. It discusses games as forms of interaction, social tools, education, and art/social commentary. It outlines different types of games such as board games, role-playing games, mobile games, and digital games. The key components of games are discussed as concepts/stories, rules, mechanics, systems, and win states. Game design is described as an iterative process involving concept development, prototyping, testing, refining based on feedback, and repeating. The document concludes with background on the instructor and questions for students.
Game Design - If it was easy, everyone would do itSheri Ray
This is the talk I gave at UT Pan American last year on what is game design, what a game designer does and what do to if you think you want to be one. Also talks about diversity and how we need diversity in design
Talk given May 11, 2012 at Enriching Scholarship 2012, University of Michigan.
This session will focus on leveraging social media and online gaming to attract more women and other underrepresented groups to engineering professions. The slides contains examples from a Facebook game underdevelopment to illustrate how engineering educators can expose new audiences of potential students to professional engineering skills like leadership, teamwork, and project management.
The document discusses the nature of games and organizational structures of game studios. It defines games as interactive experiences where players overcome challenges governed by rules to meet a victory condition. Game studios have various departments like game design, art, programming, and quality assurance. AAA studios have larger teams across these departments, while indie studios are much smaller, often a single person, handling multiple roles. The document outlines the differences between first, second, and third party developers as well as independent studios.
In September 2007 I gave this presentation at CoFesta, a Japanese conference associated with Tokyo Game Show. It's fascinating to see how things have progressed since then!
Presentation of Gamification for Change, a talk in GDG Dev Fest, Chennai by Nirmalkumar Sathiamurthi, Founder of Insanelabs.in.
Talks about why games are fun, what makes them engaging, the motivation factors, Types of fun, Game elements, player journey, Stories of Gamification, Behavior Change.
Real life examples of
1. Speed Camera Lottery - http://www.youtube.com/watch?v=cbEKAwCoCKw
2. Deepest Bin - http://www.youtube.com/watch?v=iynzHWwJXaA
3. Piano Staircase - http://www.youtube.com/watch?v=SByymar3bds
4. Linked IN
5. Foursquare
6. Nike - http://www.youtube.com/watch?v=nlwNvCEFL8A
7. Fitbit - http://fitbit.com/
The document discusses gamifying social studies education by incorporating elements of video games into classroom learning. It notes that video games effectively engage the brain in ways that traditional classrooms do not, as games require choice-making, problem-solving, feedback, collaboration and allow for iterative learning from failure. The document advocates modifying games or gaming principles to resemble educational content and realities. Examples are provided of serious educational games that could be used for social studies topics like history and civics. Overall it promotes using games to help rewire student brains for more effective learning.
The document discusses real world social gaming, using examples like Foursquare. It notes that real world social games take place in the actual world, use smartphones as the platform, and layer gameplay on top of existing activities. The document examines how Foursquare uses game elements like badges and mayorships to encourage checking in. It also discusses a photo-based location game called Capture the Flag and challenges of explaining game mechanics and hooking large audiences. Overall, the document expresses excitement about using real world social games to enrich real-life interactions and make mundane activities more engaging.
Similar to Games and Playfulness for Communities (20)
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...Diana Rendina
Librarians are leading the way in creating future-ready citizens – now we need to update our spaces to match. In this session, attendees will get inspiration for transforming their library spaces. You’ll learn how to survey students and patrons, create a focus group, and use design thinking to brainstorm ideas for your space. We’ll discuss budget friendly ways to change your space as well as how to find funding. No matter where you’re at, you’ll find ideas for reimagining your space in this session.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
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.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
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.
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
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
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 ...
3. Who am I?
now that you’ve all met each other
first off, been car free since 2007 (hurrah!) and a living smart facilitator, so
this is close ot my heart
been making community focused games since 2007, gentrification, gaming
privacy and also teach game design and run workshops
4. This morning
• Community games intro
• Examples of game-supported
behavioral change
• Play some games
• Game debrief
• Making our own games
11. Some examples
• Wide variety of genres, but more focus
on physicality, community and
accessibility
• Playful experiences
• More than just video games!
Thinking like a game designer, inspiration from many sources
games as games
28. A bit more on Gargoyles
• Jaime Woo’s first game
• No technology
• Low entry barrier for creation and play
• Spectacle and game
similarly space team was created by one indie dev. obviously you need
coding and game skills, but it isn’t a triple A game which have budgets in
the millions.
29. Making our own games
• A game like Gargoyles or Spaceteam,
but for promoting public transport?
• Simulation, rewards, spectacle?
30. Some tips to get you
started
• Start with experience, goal or story
(rather than tech)
• Work with stakeholders and
communities
34. Thinking like a game
designer
• Highly
interdisciplinary
• Kids in the
playground
• Is it really any
different than
writing, making
music or
filmmaking?
a bit on my story