This document discusses the conceptual overlap between games and tourism and opportunities for collaboration. It provides background on the author's research in digital games and realization of connections to tourism through experiences with her son in Dubrovnik and a tour of Italy inspired by Assassin's Creed. The author explores the fields of games and tourism research and notes similarities in how both focus on experiences, motivations, and user/co-creation of content. She envisions future opportunities to apply theories to practical collaborations between the industries.
A talk given to my faculty colleagues at RIT Croatia to explain what I'm doing here and why. The slideshare interface doesn't show transitions, but you can download the deck to for those to work.
Why Second Life Can't Tip: The Power and Perils of Living La Vida LudicGlobal Kids
The following is the powerpoint from Barry Joseph's keynote at the SLEDcc 2008 Second Life educator's convention. Barry write that: "In it I introduce a term I have coined, "the ludic life," and discuss its implications for Second Life and learning. In short, Eric Zimmerman, the game designer, has recently been making the argument that we have entered "a ludic century." We once moved from an industrial age to an information age. However, we are now interacting with that information in a way Zimmerman finds best described as ludic, which is not to say everything is becoming a game but rather game/play dynamics, aesthetics and sensibilities will increasingly define our social interactions.
"While Zimmerman uses Wikipedia as his example, I am looking to articulate that Second Life is a better example and, more importantly, the way in which SL allows users to combine their real life identities and practices within a ludic context not only makes it a powerful space for teaching people how to live a ludic life, but it also becomes the key defining characteristic of the Second Life experience. The ramifications are tremendous and will be explored, both at the keynote and within this group."
It is highly recommended to not just view the images but download and view with full notes. It's rather dense.
In fact, the full recommendation is to go to http://www.rezed.org/group/ludiclife to watch the powerpoint while listening to the presentation audio or watching the video.
Enjoy.
A consideration of the role of technology in contemporary Drama Education - delivered as a keynote to the Drama Australia copnference, NIDA, Sydney 2006.
Alternate reality games and video games at the Smithsonian American Art Museum and an interactive art and technology center in Idaho Falls. How games and interactive technologies are shaping our experiences of art and art museums.
A talk given to my faculty colleagues at RIT Croatia to explain what I'm doing here and why. The slideshare interface doesn't show transitions, but you can download the deck to for those to work.
Why Second Life Can't Tip: The Power and Perils of Living La Vida LudicGlobal Kids
The following is the powerpoint from Barry Joseph's keynote at the SLEDcc 2008 Second Life educator's convention. Barry write that: "In it I introduce a term I have coined, "the ludic life," and discuss its implications for Second Life and learning. In short, Eric Zimmerman, the game designer, has recently been making the argument that we have entered "a ludic century." We once moved from an industrial age to an information age. However, we are now interacting with that information in a way Zimmerman finds best described as ludic, which is not to say everything is becoming a game but rather game/play dynamics, aesthetics and sensibilities will increasingly define our social interactions.
"While Zimmerman uses Wikipedia as his example, I am looking to articulate that Second Life is a better example and, more importantly, the way in which SL allows users to combine their real life identities and practices within a ludic context not only makes it a powerful space for teaching people how to live a ludic life, but it also becomes the key defining characteristic of the Second Life experience. The ramifications are tremendous and will be explored, both at the keynote and within this group."
It is highly recommended to not just view the images but download and view with full notes. It's rather dense.
In fact, the full recommendation is to go to http://www.rezed.org/group/ludiclife to watch the powerpoint while listening to the presentation audio or watching the video.
Enjoy.
A consideration of the role of technology in contemporary Drama Education - delivered as a keynote to the Drama Australia copnference, NIDA, Sydney 2006.
Alternate reality games and video games at the Smithsonian American Art Museum and an interactive art and technology center in Idaho Falls. How games and interactive technologies are shaping our experiences of art and art museums.
Meaningful Play 2010: ARG/transmedia panelKari Kraus
Slides from our Meaningful Play panel presentation (Oct. 2010). Elizabeth Bonsignore, Rachel Donahue, Georgina Goodlander, Kari Kraus, Marc Ruppel: http://www.karikraus.com/?p=63
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...Sherry Jones
November 19, 2015 - This is a presentation on creating Interactive Fiction (IF) works as initial prototypes for large scale games. This presentation is created for the Metagame Book Club - Track 1 - Games & Psychology track. The presentation includes the live webcast recording.
Also featured in this video is Ross Moreno, the Leader Writer for 4th Axis Games (indie game studio).
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
Reality Ends Here: Transforming Media Learning in Higher Educationswiscombe
Presented at NAMLE 2013, this presentation covers the development and rollout of the 2011 season of Reality Ends Here at USC's School of Cinematic Arts.
This session covers the breaking of the magic circle by Alternative/Augmented Reality and pervasive gaming. This presentation is accompanied by videos of events and examples of games
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)Sherry Jones
My presentation for Metro State University of Denver's Teaching and Learning with Technology Conference 2014, held on October 24, 2014.
Educators! Register now for the #Metagame Book Club! The book club will run from November 1-21, 2014. I will be your Track 1: Game Studies facilitator. We will be reading interesting and enlightening academic papers on current theories and controversies in gaming and game studies.
#Metagame Book Club Registration Page
http://bit.ly/metagamebooksignup
#Metagame Book Club Home Page
https://sites.google.com/site/metagamebookclub/
Slides for keynote talk at the Nordic Game Research Network PhD-seminar 'Computer Game Research - Theory and Method' June 17-19 2008, InDiMedia / VR Media Lab, Aalborg University (DK) and Dronninglund Slot, June 17–19, 2008.
Meaningful Play 2010: ARG/transmedia panelKari Kraus
Slides from our Meaningful Play panel presentation (Oct. 2010). Elizabeth Bonsignore, Rachel Donahue, Georgina Goodlander, Kari Kraus, Marc Ruppel: http://www.karikraus.com/?p=63
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...Sherry Jones
November 19, 2015 - This is a presentation on creating Interactive Fiction (IF) works as initial prototypes for large scale games. This presentation is created for the Metagame Book Club - Track 1 - Games & Psychology track. The presentation includes the live webcast recording.
Also featured in this video is Ross Moreno, the Leader Writer for 4th Axis Games (indie game studio).
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
Reality Ends Here: Transforming Media Learning in Higher Educationswiscombe
Presented at NAMLE 2013, this presentation covers the development and rollout of the 2011 season of Reality Ends Here at USC's School of Cinematic Arts.
This session covers the breaking of the magic circle by Alternative/Augmented Reality and pervasive gaming. This presentation is accompanied by videos of events and examples of games
"Studying Video Games as Ideological Texts" by Sherry Jones (October 24, 2014)Sherry Jones
My presentation for Metro State University of Denver's Teaching and Learning with Technology Conference 2014, held on October 24, 2014.
Educators! Register now for the #Metagame Book Club! The book club will run from November 1-21, 2014. I will be your Track 1: Game Studies facilitator. We will be reading interesting and enlightening academic papers on current theories and controversies in gaming and game studies.
#Metagame Book Club Registration Page
http://bit.ly/metagamebooksignup
#Metagame Book Club Home Page
https://sites.google.com/site/metagamebookclub/
Slides for keynote talk at the Nordic Game Research Network PhD-seminar 'Computer Game Research - Theory and Method' June 17-19 2008, InDiMedia / VR Media Lab, Aalborg University (DK) and Dronninglund Slot, June 17–19, 2008.
"Understanding Gameful Design" @ Vértice "Bienal de animación, Interactividad...Elizabeth Lawley
Keynote presentation on gameful design presented 13 March 2014 at the Vértice "Bienal de animación, Interactividad y Diseño" conference held at the University of San Francisco in Quito, Ecuador.
Talk given at the "Pushing the Envelope" symposium on MOOCs, e-Learning, and Gamification for Libraries.
If you downloaded the earlier version of the pptx and want the proper typeface, it's a free font called "Rise of Nations" that can be downloaded here: http://www.dafont.com/cf-rise-of-nations.font . I've replaced that file with a PDF that has the fonts properly embedded, and which includes more detailed speaker notes.
A discussion of gamification concepts, and our implementation of Just Press Play at RIT. Toggle to speaker notes (instead of comments) for annotations and relevant links.
Just Press Play: A Gaming Layer for Student SuccessElizabeth Lawley
My 8/23/11 presentation at the Games in Education conference, outlining the basics of the student achievement system we're planning to implement in RIT's School of Interactive Games & Media this fall.
Hidden Gems of Europe - DISCOVERING THE CONTINENT'S BEST-KEPT SECRETSKamil Uğraş TÜRKOĞLU
Europe, continent rich in history, culture, and natural beauty, is often synonymous with famous cities like Paris, Rome, and London. These iconic destinations attract millions of tourists every year, captivating them with their renowned landmarks, vibrant culture, and bustling urban life. However, beyond these well-trodden paths lie countless hidden gems waiting to be discovered. These lesser-known destinations offer unique experiences, authentic encounters, and breathtaking landscapes that often surpass the allure of their famous counterparts.
In "Hidden Gems of Europe," we embark on a journey to uncover these secret spots, exploring the heart and soul of Europe through its quaint villages, charming towns, and secluded natural wonders. This book aims to inspire travelers to look beyond the obvious and venture into the lesser-explored corners of the continent, where true adventure and discovery await.
Antarctica- Icy wilderness of extremes and wondertahreemzahra82
In this presentation, we delve into the captivating realm of Antarctica, Earth's southernmost continent. This icy wilderness stands as a testament to extremes, with record-breaking cold temperatures and vast expanses of pristine ice. Antarctica's landscape is dominated by towering glaciers, colossal icebergs, and expansive ice shelves. Yet, amidst this frozen expanse, a rich tapestry of unique wildlife thrives, including penguins, seals, and seabirds, all finely attuned to survive in this harsh environment. Beyond its natural wonders, Antarctica also serves as a vital hub for scientific exploration, providing invaluable insights into climate change and the Earth's history
Wayanad-The-Touristry-Heaven to the tour.pptxcosmo-soil
Wayanad, nestled in Kerala's Western Ghats, is a lush paradise renowned for its scenic landscapes, rich biodiversity, and cultural heritage. From trekking Chembra Peak to exploring ancient Edakkal Caves, Wayanad offers thrilling adventures and serene experiences. Its vibrant economy, driven by agriculture and tourism, highlights a harmonious blend of nature, tradition, and modernity.
The Power of a Glamping Go-To-Market Accelerator Plan.pptxRezStream
Unlock the secrets to success with our comprehensive 8-Step Glamping Accelerator Go-To-Market Plan! Watch our FREE webinar, where you'll receive expert guidance and invaluable insights on every aspect of launching and growing your glamping business.
During the coldest months, Italy transforms into a winter wonderland, providing visitors with a very unique experience. From the Settimana Bianca ski event to the lively Carnevale celebrations, Italy's winter festivities provide something for everyone. Enjoy hot cocoa, eat hearty comfort foods, and buy during winter deals. Explore the country's rich cultural past by participating in Settimana Bianca, and Carnevale, sipping hot chocolate, shopping during winter deals, and indulging in winter comfort foods. Visit our website https://timeforsicily.com/ for more information.
BTW UK Visa Application Process, Uk Visa complete guide, Uk Visa fees, requirements and application process. Know all about uk visa and best way to apply for the uk visa. Get to know about the requirements that allows you for the faster visa appliaction. BTW UK Visa Application Process, Uk Visa complete guide, Uk Visa fees, requirements and application process. Know all about uk visa and best way to apply for the uk visa. Get to know about the requirements that allows you for the faster visa appliaction. BTW UK Visa Application Process, Uk Visa complete guide, Uk Visa fees, requirements and application process. Know all about uk visa and best way to apply for the uk visa. Get to know about the requirements that allows you for the faster visa appliaction. BTW UK Visa Application Process, Uk Visa complete guide, Uk Visa fees, requirements and application process. Know all about uk visa and best way to apply for the uk visa. Get to know about the requirements that allows you for the faster visa appliaction. BTW UK Visa Application Process, Uk Visa complete guide, Uk Visa fees, requirements and application process. Know all about uk visa and best way to apply for the uk visa. Get to know about the requirements that allows you for the faster visa appliaction. BTW UK Visa Application Process, Uk Visa complete guide, Uk Visa fees, requirements and application process. Know all about uk visa and best way to apply for the uk visa. Get to know about the requirements that allows you for the faster visa appliaction. BTW UK Visa Application Process, Uk Visa complete guide, Uk Visa fees, requirements and application process. Know all about uk visa and best way to apply for the uk visa. Get to know about the requirements that allows you for the faster visa appliaction. BTW UK Visa Application Process, Uk Visa complete guide, Uk Visa fees, requirements and application process. Know all about uk visa and best way to apply for the uk visa. Get to know about the requirements that allows you for the faster visa appliaction. Get information in this PDF and simplyfy your visa process.
How To Talk To a Live Person at American Airlinesflyn goo
This page by FlynGoo can become your ultimate guide to connecting with a live person at American Airlines. Have you ever felt lost in the automated maze of customer service menus? FlynGoo is here to rescue you from endless phone trees and automated responses. With just a click or a call to a specific number, we ensure you get the human touch you deserve. No more frustration, no more waiting on hold - we simplify the process, making your travel experience smoother and more enjoyable.
Assessing the Influence of Transportation on the Tourism Industry in Nigeriagsochially
This research dissertation investigates the complex interplay between transportation and the tourism industry in Nigeria, aiming to unravel critical insights that contribute to the enhancement of the overall tourist experience. The study employs a multi-faceted approach, literature review establishes a robust theoretical framework, incorporating The Service Quality and Satisfaction Theory to guide the research questions and hypotheses.
The methodology involves the distribution of a structured questionnaire, ensuring a representative sample and facilitating a comprehensive analysis of the gathered data.
Key findings include the nuanced perceptions of transportation infrastructure adequacy, safety and security concerns, financial influences on travel decisions, and the cultural and ecological impacts of transportation choices. These findings culminate in a comprehensive set of recommendations for policymakers and practitioners in the Nigerian tourism industry. The findings contribute to the existing literature by providing actionable insights for policymakers, stakeholders, and researchers in the Nigerian tourism sector.
The recommendations encompass gender-sensitive planning, infrastructure enhancements, safety measures, and strategic interventions to address financial constraints, ensuring a holistic and sustainable development of the tourism industry in Nigeria.
Author: Imafidon Osademwingie Martins
Assessing the Influence of Transportation on the Tourism Industry in Nigeria
HUPG '18: Games and Tourism
1. Games & Tourism
Conceptual Overlap & Collaborative Opportunities
Prof. Elizabeth Lane Lawley, Ph.D.
Rochester Institute of Technology
School of Interactive Games & Media & the MAGIC Center
links.lawley.net/hupg18
I'm going to start with some context, in the form of stories. One about a game
PTI was a seven-week alternate reality game with a mix of game activities: web-based puzzles, newspaper puzzles, weekly creative challenges, and weekly mobile scavenger hunts.
The goal of the game was to engage community members in learning about and exploring downtown Rochester. We didn't label it as "local tourism," but that's absolutely what it was.
The newspaper wanted to target young professionals, and we wanted to target families, and we were successful on both counts. We also engaged a surprising number of seniors, probably because of the newspaper connection.
We looked at the neighborhoods that we thought our players would enjoy exploring, and the community events happening in the fall that we could coordinate with.
This was long before mobile augmented reality was an option, so our use of technology was very basic—for our mobile scavenger hunts, we used a system that worked as well with simple text messages as it did with a smartphone app.
We were very successful at getting people to visit historic locations around the city. This is two university students sitting in Mount Hope cemetery at the grave of George Selden, the inventor of the gasoline-powered automobile. They’re wearing Ray-Ban sunglasses and reading the local Gannett newspaper.
We also included some game components that were computer-based. Each weekday, we released a new puzzle, with content based on that week's content theme. On Wednesdays, for instance, there would be a map puzzle, challenging people to locate landmarks on a map of the city. This was the food and drink week. (Nick Tahou’s is the home of one of Rochester’s most colorful signature foods, the garbage plate.)
We also included puzzles in the newspaper each week, along with reporting about the game and the players. We had two types of competition in the game—an individual leaderboard with cumulative points earned in the game, which was used to determine which players would be invited to a celebratory gala at the end of the game, and a team-based challenge that aggregated points from players affiliated with one of our three factions on a weekly basis, and used that to determine how much of a charitable contribution would be made to that group's affiliated charity. The team standings, paper-based puzzles, and stories about what was happening in the game, occupied a full-page spread in the local paper on a weekly basis throughout the game.
In the spring of 2013, I spent a semester teaching at RIT’s campus in Dubrovnik, Croatia—one of the top tourist destinations on the Adriatic Sea. I wasn't there to teach about games—I was helping our Information Sciences & Technologies department cover classes on Technology Transfer and Needs Assessment. But as with most things I do, games ended up being a major theme.
My first Aha! Moment came when my then 16yo son took this photo from the city walls not long after we arrived. He posted it to Facebook with this caption. It made me think about the value in having game design students spend time studying here. The richness and depth of texture—physical, historical, narrative—lends itself to thinking very differently about design.
(Two years later I had a chance to talk to Patrice Désilets, one of the lead designers on Assassin's Creed, and he told me that he actually brought the design team to Dubrovnik for a little while while they were working on the game.)
The second Aha moment was closely related to the first. I had told my son that we could spend ten days after graduation visiting the European country of his choice, and he opted to plan out an Assassin's Creed-themed tour of Italy—we visited Rome, Florence, San Gimignano, Venice, and Forli. (With a brief detour to Trento so I could give a talk there.)
Here he is listening to the Assassin's Creed soundtrack while watching the sunset from Plaza di Michelangelo. A perfect merger of games, culture and travel!
It turns out I wasn’t the first person to make this connection between Assassin’s Creed and Italian tourism—but I didn’t find this article until I started doing more in-depths research on games and tourism this year.
Here's the third Aha moment.
One of the stops on our Assassin’s Creed tour was historic San Gimignano, a town that—like Dubrovnik—is fascinating for history and architecture buffs, but significantly less engaging for kids.
But in the museum just inside the gates of town, the welcome center sold a treasure hunt game, complete with kid's activity book, that turned exploring the town into a playful activity.
I saw kids throughout the town with their books, eagerly scanning architectural details and views looking for the answers to the puzzles in the book. The potential for using something similar in Dubrovnik was intriguing.
Three aha! moments was enough to make me want to make this my new area of research and teaching focus.
So, I started looking around for other examples of successful games related to travel and tourism.
I was a Fulbright scholar in spring of 2015, with a focus on developing curriculum in games and tourism at RIT Croatia. There was very little for me to draw on from a curricular standpoint, since so few schools are teaching in this space. Because it was a teaching fellowship, however, my time for digging into the literature was limited. So…
And, of course, who doesn’t know about Pokemon Go? It’s one of the few commercial games that tourism agencies immediately recognized the potential for.
The more I dug into the literature, however, the more I recognized areas of overlap between the two fields.
Motivation—the psychology behind motivation is a huge issue in both fields. Why do people play/enjoy games? Why do people travel? Why do they choose the types of games (or trips) that they do?
We need more interdisciplinary and multidisciplinary partnerships. Not just with content experts (museums, historians), but with process experts as well, people who understand the motivations associated with tourists and travel.
And we need more emphasis on interdisciplinarity and globalization in our educational processes, something that we’re working hard on at RIT, leveraging our strong program in hospitality and service management in Dubrovnik and our games program in Rochester.
The best applications offer a solution to a problem. After reading about tourism in Dubrovnik, and talking with a representative of Dubrovnik’s development agency, my students wanted to develop a game that could address two problems: first, getting people to notice and appreciate the history and culture of the city, and second, encouraging people to explore beyond the Old Town and the beaches.
Our goal is an MVP at the end of the semester; it will incorporate two quests in the Old Town, and one that takes people to the Island of Lokrum.
We began the design process in mid February, and have only until May 7th to complete the MVP. We’ve made excellent progress, but we certainly won’t be ready for a full release after only 2.5 months of work.
Despite our time constraints, and the fact that this not a full time job for the nine students working on it, we hope to implement three narrative quests by the end of the semester, as a proof of concept for how it could be used.