Making a video game is already a challenge. Making a good serious game is a very hard challenge.
What do the experts say that could help me designing a good educational game? How can I influence people playing my game? How can I find a good balance between fun and learning? And what are some praiseworthy examples?
Instead of being a mere emotion, the latest research shows us Hope is a process and a thinking tool that can help us harness our willpower and come up with ways to make our dreams come true. This interactive talk is aimed to better understand the relationship with Hope and figure out how to achieve even the most ambitious of goals.
See a version of the recorded talk here: https://www.infoq.com/presentations/hope-goals
The Power of Play - Making Good Teams GreatPortia Tung
“Screw work let’s play!” Do you sometimes wish you could goof off work and play? In this interactive presentation, inspired by the theory and experience of play, we demonstrate why play isn’t just essential for creativity and innovation, but crucial to our survival and overall well-being.
Portia Tung investigates the relationship of work and play and demonstrate how, instead of being mutually exclusive, both are necessary for personal and group creativity and achievement.
The talk includes 7 guidelines for bringing more play into your life. And if you play your cards right, you’ll leave with plenty of ideas to achieve your recommended daily amount of play!
Play at Work: Releasing Human Potential Through PlayPortia Tung
Are you frustrated by an unhappy and cynical workforce? Do you feel swamped by poor quality deliverables that no one wants? Do you dream of doing more of what you love and enabling others to do the same?
If your answer is "Yes…" to one or more of these questions, then it's time to act swiftly before unfulfilling daily work gobbles up the last bit of play potential in you and your colleagues and stymies forever your chances of doing valuable work in a meaningful way.
Instead of being a mere emotion, the latest research shows us Hope is a process and a thinking tool that can help us harness our willpower and come up with ways to make our dreams come true. This interactive talk is aimed to better understand the relationship with Hope and figure out how to achieve even the most ambitious of goals.
See a version of the recorded talk here: https://www.infoq.com/presentations/hope-goals
The Power of Play - Making Good Teams GreatPortia Tung
“Screw work let’s play!” Do you sometimes wish you could goof off work and play? In this interactive presentation, inspired by the theory and experience of play, we demonstrate why play isn’t just essential for creativity and innovation, but crucial to our survival and overall well-being.
Portia Tung investigates the relationship of work and play and demonstrate how, instead of being mutually exclusive, both are necessary for personal and group creativity and achievement.
The talk includes 7 guidelines for bringing more play into your life. And if you play your cards right, you’ll leave with plenty of ideas to achieve your recommended daily amount of play!
Play at Work: Releasing Human Potential Through PlayPortia Tung
Are you frustrated by an unhappy and cynical workforce? Do you feel swamped by poor quality deliverables that no one wants? Do you dream of doing more of what you love and enabling others to do the same?
If your answer is "Yes…" to one or more of these questions, then it's time to act swiftly before unfulfilling daily work gobbles up the last bit of play potential in you and your colleagues and stymies forever your chances of doing valuable work in a meaningful way.
Gamification is an important movement in business management, but also in higher education. Projects like the GradeCraft LMS, funded at $1.8 million dollars at U of M, demonstrate that designing student experience in learning is a top priority for major educational institutions. Considering enrollment limitations and changes in population profiles, motivating students into program completion and into high employability STEM programs may provide a competitive edge for academic organizations. Before switching to a fully gamified LMS, faculty, designers, and administrators should consider the capacity in Blackboard Learn to support gameful pedagogy. Gamification has the potential to motivate both the students and the faculty, especially in introductory courses.
Combining Art, Creativity and Industrial Simulations: Game-Based Tools for Le...Karl Kapp
Games are fun, exciting and engaging but do they belong in the classroom? Can games and simulations be artistic, creative and still be educational? There is evidence that students participating in game-based learning experiences have higher declarative knowledge, procedural knowledge and retention of instructional material than those participating in more traditional learning experiences. But, what elements make games and simulations appropriate for learning and how can those elements be integrated into the classroom. This keynote discusses the careful blending of creativity, artistry and technology to create effective game-like simulations for learning.
Finding Greatness Slowly: Harsh Lessons of a Long Term Creative ProjectPeter Cardwell-Gardner
Sharing some hard lessons learnt from the first 2 years of developing my debut video game: Cadence - A Musical Playground of Beautiful Puzzles.
Some surprising truths about the nature of innovation and how to stay creative. Also a first hand account of the sting of failure and what that means.
Game Designing: Go with your gut..or not?
Presented by Luna Cruz Javier, Creative Director, Altitude Games at GMGC Manila
LinkedIn: https://ph.linkedin.com/in/lunacruz
Refresh Your Brain with These 5 Powerful TricksPepper Gang
Why do we need to refresh our brain? Because...Even if you are the most creative person on the earth (which you might not), sitting in the office and facing your computer all day can still kill your brain cells (oh no!) and make you unproductive.
so....Let's learn some fun ways to save your entrepreneurial brain.
We don't need no stinkin' badges: How to re-invent reality without gamificationJane McGonigal
(Slides from Jane McGonigal at the Game Developers Conference 2011, Serious Games Summit, Gamification Day)
If you hate the term gamification, you're not alone: Plenty of game developers think gamification sounds cynical and opportunistic -- a way to motivate gamers to do something they' ordinarily avoid. Worse, many early adopters of gamification are creating mere shells of a game: game feedback systems stripped of any satisfying activity, meaning, story, or heart. But there is another way. What we need now is a more holistic and whole-hearted approach to using game design to transform reality. This presentation is an introduction to gameful design: how to infuse real life and real work with the true spirit, or emotional and social qualities, of gameplay. You'll learn a four-part gameful strategy that focuses on how to create the lasting positive impacts that games are famously good at generating: more positive emotions, stronger social relationships, a bigger sense of purpose, and meaningful mastery. As game desig! ners, we can do better than gamification. We owe reality more than some stinkin' achievement badges, or points, or leaderboards.
Three massive mistakes that smart entrepreneurs makeAmy Jo Kim
Wanna find out the common and costly mistakes that cause smart innovators to stumble? Learn about the TAM myth, the siren song of seductive mockups, and the rush to build EXACTLY the wrong MVP - and find out what to do instead.
Creating Learner Engagement Through GamificationKarl Kapp
Presentation provided to the St. Louis Metropolitan Chapter of ASTD. It used an interactive story format to convey the message that thinking like a game developer is critical to creating engaging instructional design.
The Game Studies Download is compiled annually by Jane McGonigal, Ian Bogost, and Mia Consalvo for the Game Developers Conference.
It's a summary of the top ten research findings from academic game studies from the previous calendar year.
Our main criteria for selecting studies is simple: the direct relevance of the researchers' insights to the future innovation of game design and development.
Gamification is an important movement in business management, but also in higher education. Projects like the GradeCraft LMS, funded at $1.8 million dollars at U of M, demonstrate that designing student experience in learning is a top priority for major educational institutions. Considering enrollment limitations and changes in population profiles, motivating students into program completion and into high employability STEM programs may provide a competitive edge for academic organizations. Before switching to a fully gamified LMS, faculty, designers, and administrators should consider the capacity in Blackboard Learn to support gameful pedagogy. Gamification has the potential to motivate both the students and the faculty, especially in introductory courses.
Combining Art, Creativity and Industrial Simulations: Game-Based Tools for Le...Karl Kapp
Games are fun, exciting and engaging but do they belong in the classroom? Can games and simulations be artistic, creative and still be educational? There is evidence that students participating in game-based learning experiences have higher declarative knowledge, procedural knowledge and retention of instructional material than those participating in more traditional learning experiences. But, what elements make games and simulations appropriate for learning and how can those elements be integrated into the classroom. This keynote discusses the careful blending of creativity, artistry and technology to create effective game-like simulations for learning.
Finding Greatness Slowly: Harsh Lessons of a Long Term Creative ProjectPeter Cardwell-Gardner
Sharing some hard lessons learnt from the first 2 years of developing my debut video game: Cadence - A Musical Playground of Beautiful Puzzles.
Some surprising truths about the nature of innovation and how to stay creative. Also a first hand account of the sting of failure and what that means.
Game Designing: Go with your gut..or not?
Presented by Luna Cruz Javier, Creative Director, Altitude Games at GMGC Manila
LinkedIn: https://ph.linkedin.com/in/lunacruz
Refresh Your Brain with These 5 Powerful TricksPepper Gang
Why do we need to refresh our brain? Because...Even if you are the most creative person on the earth (which you might not), sitting in the office and facing your computer all day can still kill your brain cells (oh no!) and make you unproductive.
so....Let's learn some fun ways to save your entrepreneurial brain.
We don't need no stinkin' badges: How to re-invent reality without gamificationJane McGonigal
(Slides from Jane McGonigal at the Game Developers Conference 2011, Serious Games Summit, Gamification Day)
If you hate the term gamification, you're not alone: Plenty of game developers think gamification sounds cynical and opportunistic -- a way to motivate gamers to do something they' ordinarily avoid. Worse, many early adopters of gamification are creating mere shells of a game: game feedback systems stripped of any satisfying activity, meaning, story, or heart. But there is another way. What we need now is a more holistic and whole-hearted approach to using game design to transform reality. This presentation is an introduction to gameful design: how to infuse real life and real work with the true spirit, or emotional and social qualities, of gameplay. You'll learn a four-part gameful strategy that focuses on how to create the lasting positive impacts that games are famously good at generating: more positive emotions, stronger social relationships, a bigger sense of purpose, and meaningful mastery. As game desig! ners, we can do better than gamification. We owe reality more than some stinkin' achievement badges, or points, or leaderboards.
Three massive mistakes that smart entrepreneurs makeAmy Jo Kim
Wanna find out the common and costly mistakes that cause smart innovators to stumble? Learn about the TAM myth, the siren song of seductive mockups, and the rush to build EXACTLY the wrong MVP - and find out what to do instead.
Creating Learner Engagement Through GamificationKarl Kapp
Presentation provided to the St. Louis Metropolitan Chapter of ASTD. It used an interactive story format to convey the message that thinking like a game developer is critical to creating engaging instructional design.
The Game Studies Download is compiled annually by Jane McGonigal, Ian Bogost, and Mia Consalvo for the Game Developers Conference.
It's a summary of the top ten research findings from academic game studies from the previous calendar year.
Our main criteria for selecting studies is simple: the direct relevance of the researchers' insights to the future innovation of game design and development.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
Learning to Make Your Own Reality - IGDA Education Keynote 2009Jane McGonigal
What new kinds of games will we play in the future, and what key knowledge and skills will game developers need to invent them? Futurist and game designer Jane McGonigal argues that over the next decade, games will become a powerful interface for managing our real work, organizing society, and optimizing our real lives. Increasingly, she predicts, game developers will be charged with the task of making people happier, smarter, friendlier, greener, and healthier -- and hundreds of millions of new gamers will be playing together at home, at school, at work, and everywhere in between. The result? Game design and development expertise will become a sought-after talent in virtually every industry and field, from Fortune 500 companies to top government agencies. Indeed, the future is brighter for game developers than ever before. But making games that aim to improve our quality of life and to re-invent society as we know it will require a new set of design skills and content expertise beyond what we traditionally teach in game programs. In this keynote, you'll find out the top five design competencies (such as 'technology foresight' and the ability to generate and measure 'participation bandwidth') and the five most important subject areas (such as positive psychology and mass collaboration) for this new class of reality-changing game developers.
The key takeaway of this talk: We can live in any world we want but only if we teach the next generation of game developers what they need to know in order to imagine and make new and better realities.
Tutorial and workshop from the Games for Health 2014 conference. Covers common problems, failings of gamification, elements of player experience, paper prototyping, and essential concepts in game design.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
A scientific method for creating completely new game mechanics.
called it GMES for
Gather data, Make Hypothesis, Experiment, See results.
If your player can do GMES then the game mechanic will work.
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
UNIT V ACTIONS AND COMMANDS, FORMS AND CONTROLS.pptx
How to design a serious game
1. HOW TO DESIGN A SERIOUS GAME
Giuseppe Enrico Franchi
Marco Mazzaglia
10-06-2014
2. HOW TO DESIGN A SERIOUS GAME
all I remember on serious games from school
Giuseppe Enrico Franchi
Marco Mazzaglia
10-06-2014
3. Agenda
• Who am I
• About the jam
• What is a serious game
• How to influence/persuade people
• The production cycle
• 1 hour rant on the concept phase, 5 minutes
to cover the rest
• Q&A
4. Whoami
• MSc in Games, Design
• Game designer, code monkey, disciple
evangelist
• Master thesis: “Learning Games for
Programming”, spawned Machineers
5. About the upcoming jam
Any jammers here?
Do you know what a game jam is?
Do you know what a game designer does?
6. What is a…
Serious game
Applied game
Game with a purpose
Edugame
…insert name of the week here
8. Influence people through a game
“One cannot not communicate.”
(Paul Watzlawick)
"As any constructed depiction of reality,
simulations convey the bias of its designers."
(Gonzalo Frasca)
13. Concept
Game
What interaction with a (computer) system can
result in an interesting experience?
Serious Game
How do I want people to be influenced by
interacting with my system?
14. More practical!!!
Have your goal in mind when you conceptualize
/ design.
All the time
What can a serious game DO?
How can we influence people for real?
17. 1. Training simulations
Principles
Motivation, transfer of knowledge consequence-
free.
How to
Deep knowledge of a system.
Align player actions with operator actions and
replicate consequences.
18. 2. Medication
I want to have a positive influence on a medical
condition affecting the player.
30. 3. Raise awareness
Principles
Immersion, agency
How to
Integrate players in the system, make them "live"
the choice.
Avoid bias.
The disclosure principle.
Call to action.
43. Pre-Production
Do your research
Write the design document
Set for the technology
Estimate effort
Remember:
Have your goal in mind when you design.
All the time
44. Production
Have an idea of all game features
Keep tabs on how the project evolves
Be prepared to rediscuss
Test early, test often
45. Testing and debug
Quality Assurance (pre-alpha)
All game features in place (alpha)
Game complete, needs debugging (beta)
Release Candidate
Partecipanti alla prossima jam?
Sapete cos’è una jam? Marco ha dato una talk il 20 maggio “come sopravvivere ad una game jam”
Sapete cosa fa un “game designer”? Io tendo a darlo per scontato, mi è stato fatto notare che non lo è affatto.
Specialmente nella progettazione di un serious game, il game designer è centrale.
Di che cosa stiamo parlando quando diciamo “serious game”?
Intuitivamente è molto semplice, vogliamo un gioco che non sia semplice intrattenimento. Vogliamo creare un gioco che, pur mantenendo le sue caratteristiche fondamentali di attività ludica ed intrattenimento, possa contribuire alla formazione della persona che lo gioca. Cioè possa fare questo…
Vogliamo che impari a leggere o a calcolare meglio a mente. Vogliamo che si accorga che una donna su dieci viene colpita da cancro al seno. Vogliamo che impari ad utilizzare un certo macchinario.
Vogliamo fondamentalmente influenzare il giocatore in qualche modo.
Come si fa?
C’è una buona notizia. Succede già, succede sempre.
Io sono quello ottimista che dice che siamo tutti game designer, ora dico anche che i giochi che uno fa influenzano automaticamente le persone. Lasciate che vi spieghi cosa intendo.
Il principio di fondo è che non comunicare è impossibile. Paul Watzlawick dice che non esiste una cosa che sia opposta al comportamento.
Uno non può non comunicare
Qualunque oggetto poni nel mondo comunica qualcosa di te, videogames inclusi. Così come rifiutarsi di comunicare è una forma di comunicazione, qualsiasi scelta di design è influenzata dalla tua propria lente di designer.
Come dice Gonzalo Frasca. Possiedi una lente attraverso la quale leggi il mondo, una tua formazione e ambiente sociale, che inevitabilmente si riflette in quello che fai.
Sebastian Deterding
Lui parla della “good life” perché in ultima istanza, ciò che un designer comunica è fondato sui suoi valori di base, ossia sulla sua visione dell’ordine delle cose, della sua “good life”.
Anche quando forse non ne hai l’intenzione, qualcuno ci leggerà dei significati.
Tetris come metafora della vita è un esempio famoso delle elucubrazioni mentali che si possono costruire su un oggetto artefatto.
Metafora della vita piena, dell’incastrarsi degli impegni, dell’accumularsi degli errori, dell’aumentare dello stress.
Alexey Leonidovich Pajitnov aveva una vita piena? Si sentiva di non stare al passo con la vita? Sentiva il peso dei propri errori? Probabilmente no, Forse voleva solo sviluppare un gioco divertente. Questa è l’arte dell’oroscopo, creare delle assunzioni talmente generiche da sembrare vere in gran parte delle situazioni.
Sta di fatto che, anche quando non è tua intenzione comunicare qualcosa, il tuo giocatore userà la propria lente per leggere ciò che tu hai prodotto, e ci leggerà qualche cosa.
Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ciò che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi
Da dove cominciare. Ovviamente dalle domande fondamentali.
Ne ho scelto una abbastanza a caso sul come creare un game concept perché ovviamente da bravo game designer non so quale sia la domanda giusta, quindi me ne pongo molte a rotazione.
Quella di questa settimana è “quale interazione con un sistema elettronico può generare un’esperienza interessante?”
Sul come progettare un serious game però vado più tranquillo, perché implica tutti i problemi inerenti la creazione di un gioco, che sono già assodati, con l’aggiunta specifica e ben definita di questa costante: voglio che chi lo gioca ne venga in qualche modo influenzato.
In che modo?
Più pratica, meno filosofia, più pratica, meno filosofia.
Visto che mi piace uscirmene con delle regole d’oro a caso, eccone un’altra che vuol dire tutto e niente.
Da dove cominciare. Ovviamente dalle domande fondamentali.
Ne ho scelto una abbastanza a caso sul come creare un game concept perché ovviamente da bravo game designer non so quale sia la domanda giusta, quindi me ne pongo molte a rotazione.
Sul come progettare un serious game però vado più tranquillo, perché implica tutti i problemi inerenti la creazione di un gioco, con l’aggiunta specifica e ben definita di questa costante: voglio che chi lo gioca ne venga in qualche modo influenzato. In che modo?
Nella fase di concettualizzazione
Explain terms
Simon Egenfeldt-Nielsen (2007) explains a similar problem, namely ‘learning vs. playing’ which concerns balancing user control and guidance. The more the player is guided, supported, scaffolded and debriefed, the better they learn, but the less control they experience
Simon Egenfeldt-Nielsen (2007) explains a similar problem, namely ‘learning vs. playing’ which concerns balancing user control and guidance. The more the player is guided, supported, scaffolded and debriefed, the better they learn, but the less control they experience
Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ciò che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi
Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ciò che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi
Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ciò che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi
Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ciò che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi
Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ciò che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi
Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ciò che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi