The document discusses ideas for developing a video about the psychological reasons why people play video games. It includes mind maps of potential topics and styles, as well as concept boards exploring design ideas. Research is presented on how games satisfy basic psychological needs for competence, autonomy, and relatedness. Sources discussing additional benefits of games for reducing anger and improving cognitive abilities are cited.
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
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
Adam Sullivan heads up UI/UX at Space Ape. He and fellow UI artist Lissa Capeleto take students behind the visual language of games. In their class Adam and Lissa share their insights about how to build meaningful player experiences. UI and UX- much more than buttons or layout.
From the April 21st Webinar on “Robots are eating the Building: Narrative for Increased Engagement”
Andy Petroski & Charles Palmer
Stories in TV and movies are mainly meant to entertain. A story for learning should be entertaining, but also needs to be functional. The story needs to draw the players into the experience and create a bridge between characters, media elements, digital activities, and the interactive elements. A story is not only important for immediate motivation, engagement, and purpose. It’s also important for long-term learning and behavior change. Stories connect with our emotions, something that is usually lacking from traditional training, performance change, or employee engagement initiatives. Emotional experiences are memorable experiences.
Join this session to explore stories for learning within the context of Alternate Reality Games (ARGs). ARGs combine real-world experience with fictional clues, puzzles and communication in a collaborative game format. The story-based and problem-based experience promotes the use of online resources, collaboration among game players, and critical thinking related to the storyline and problem-based activities.
Adam Kramarzewski is a Game Designer at Space Ape with 11 years of experience in the industry and a new book just about to be published. He gives students an unfiltered insight into the production practices, responsibilities, and challenges facing Game Designers in the modern game development scene.
Why it's time for a new kind of quantitative researchVaughan Flood
Traditional quantitative research is no longer fit for purpose. Using fresh software, and driven by the principle of ‘asking nicely’, clients and respondents both benefit from a fresh approach.
Teaching Game Design to Teach Interaction DesignChristina Wodtke
All educators seek the magic trinity of attention, comprehension, and retention. For interaction design educators, the struggle to achieve these goals is even greater. Hopeful designers enter the field with lofty aspirations, yet they still need to learn the fundamental principles of design and build the core skills of an interaction designer. While keeping design students engaged is undoubtedly a challenge, there is a medium that allows students to internalize the fundamentals of design by experiencing them.
Games.
Games have become ubiquitous in our culture. They are inherently engaging. Some are good and some are… not. By teaching design students how to design games, educators expose their students to the basics of interaction design in ways that the students can experience themselves. Concepts like affordance, skill building, storytelling, and emotion become real rather than just conceptual. Altering the parameters of their games helps students feel the effect these concepts have on their games.
This method has the potential to improve interaction design education across the board by ensuring that design graduates have internalized the fundamentals by the time they are ready to enter the field. What’s more, any design educator can learn to teach interaction design by teaching their students how to design games. After all, it’s fun!
Andrew shared his extensive knowledge about designing events that foster competition within a game. He also covered the nuances of balancing player feedback with design decisions during development.
Tom Mejias is a Client Engineer at Space Ape Games and a whiz at prototyping new titles. During the hour Tom gave an overview of the games industry and the engineering roles that exist within it as well as some in depth guidance, tips and tricks for specializing in the role of Creative Engineer.
"The Subtle Art of Getting Noticed" - 2012 CCCU PR/Comm ConferenceThe Image Group
Presented by:
Layne Fuller
Jason Kehrer
Ed Van Poolen
Good communication tells your story in a way that speaks to your audiences and stands out from the other college advertising. It is important that your messages are relevant and that your creative is really, really good. In this session we will help you understand how to build on research and strategy, and start to think critically about creativity and communication. We will break down keys to creative communication and provide tips for finding insights.
To Bore No More: Designing & Delivering Presentations That Engage Your AudienceSarah Halstead
This slide show supports a workshop presented in March 2010 at the Fulfilling the Promise Conference in Oconomowoc, WI. While this was a 75 minute workshop, it can easily be expanded to 2 hours, half day or full day presentations.
PLEASE NOTE: This presentation was originally titled "Bore No More." Five months AFTER this presentation was delivered and uploaded, the phrase "Bore No More" was trademarked by Jonathan Petz of Powell, OH. The title has been changed in order to comply with federal trademark rules.
Adam Sullivan heads up UI/UX at Space Ape. He and fellow UI artist Lissa Capeleto take students behind the visual language of games. In their class Adam and Lissa share their insights about how to build meaningful player experiences. UI and UX- much more than buttons or layout.
From the April 21st Webinar on “Robots are eating the Building: Narrative for Increased Engagement”
Andy Petroski & Charles Palmer
Stories in TV and movies are mainly meant to entertain. A story for learning should be entertaining, but also needs to be functional. The story needs to draw the players into the experience and create a bridge between characters, media elements, digital activities, and the interactive elements. A story is not only important for immediate motivation, engagement, and purpose. It’s also important for long-term learning and behavior change. Stories connect with our emotions, something that is usually lacking from traditional training, performance change, or employee engagement initiatives. Emotional experiences are memorable experiences.
Join this session to explore stories for learning within the context of Alternate Reality Games (ARGs). ARGs combine real-world experience with fictional clues, puzzles and communication in a collaborative game format. The story-based and problem-based experience promotes the use of online resources, collaboration among game players, and critical thinking related to the storyline and problem-based activities.
Adam Kramarzewski is a Game Designer at Space Ape with 11 years of experience in the industry and a new book just about to be published. He gives students an unfiltered insight into the production practices, responsibilities, and challenges facing Game Designers in the modern game development scene.
Why it's time for a new kind of quantitative researchVaughan Flood
Traditional quantitative research is no longer fit for purpose. Using fresh software, and driven by the principle of ‘asking nicely’, clients and respondents both benefit from a fresh approach.
Teaching Game Design to Teach Interaction DesignChristina Wodtke
All educators seek the magic trinity of attention, comprehension, and retention. For interaction design educators, the struggle to achieve these goals is even greater. Hopeful designers enter the field with lofty aspirations, yet they still need to learn the fundamental principles of design and build the core skills of an interaction designer. While keeping design students engaged is undoubtedly a challenge, there is a medium that allows students to internalize the fundamentals of design by experiencing them.
Games.
Games have become ubiquitous in our culture. They are inherently engaging. Some are good and some are… not. By teaching design students how to design games, educators expose their students to the basics of interaction design in ways that the students can experience themselves. Concepts like affordance, skill building, storytelling, and emotion become real rather than just conceptual. Altering the parameters of their games helps students feel the effect these concepts have on their games.
This method has the potential to improve interaction design education across the board by ensuring that design graduates have internalized the fundamentals by the time they are ready to enter the field. What’s more, any design educator can learn to teach interaction design by teaching their students how to design games. After all, it’s fun!
Andrew shared his extensive knowledge about designing events that foster competition within a game. He also covered the nuances of balancing player feedback with design decisions during development.
Tom Mejias is a Client Engineer at Space Ape Games and a whiz at prototyping new titles. During the hour Tom gave an overview of the games industry and the engineering roles that exist within it as well as some in depth guidance, tips and tricks for specializing in the role of Creative Engineer.
"The Subtle Art of Getting Noticed" - 2012 CCCU PR/Comm ConferenceThe Image Group
Presented by:
Layne Fuller
Jason Kehrer
Ed Van Poolen
Good communication tells your story in a way that speaks to your audiences and stands out from the other college advertising. It is important that your messages are relevant and that your creative is really, really good. In this session we will help you understand how to build on research and strategy, and start to think critically about creativity and communication. We will break down keys to creative communication and provide tips for finding insights.
To Bore No More: Designing & Delivering Presentations That Engage Your AudienceSarah Halstead
This slide show supports a workshop presented in March 2010 at the Fulfilling the Promise Conference in Oconomowoc, WI. While this was a 75 minute workshop, it can easily be expanded to 2 hours, half day or full day presentations.
PLEASE NOTE: This presentation was originally titled "Bore No More." Five months AFTER this presentation was delivered and uploaded, the phrase "Bore No More" was trademarked by Jonathan Petz of Powell, OH. The title has been changed in order to comply with federal trademark rules.
Small Business and Enterpreneurship :The key difference between small business and entrepreneurship is that a small business is a limited scale business owned and operated by an individual or a group of individuals whereas an entrepreneurship is defined as the process of designing, launching and operating a new business, which usually starts as a small business and pursues growth.
Are You a small business owner or an entrepreneur?
Even though small business owners are commonly referred to as entrepreneurs, these two roles are not entirely the same. Small business owners are more conservative, while entrepreneurs thrive on change and innovation. The following are the most significant distinctions that can be made between small business owners and entrepreneurs.
What are some examples of small businesses?
Daycare Business. Once again,this is another business you can start small with little money in your home. ...
Yoga Classes. ...
Handyperson Business. ...
Resale Store. ...
Subscription Box Business. ...
Catering Service. ...
Junk Removal Business. ...
Gift Shop. ...
Carpet/Upholstery Cleaning. ...
Party Planning Business. ...
How to create a more successful entrepreneurial business?
Get Organized. To achieve business success you need to be organized. ...
Keep Detailed Records. All successful businesses keep detailed records. ...
Analyze Your Competition. Competition breeds the best results. ...
Understand the Risks and Rewards. ...
Be Creative. ...
Stay Focused. ...
Prepare to Make Sacrifices. ...
Provide Great Service. ...
Be Consistent. ...
What's the best entrepreneurship project?
Creative Small Business Ideas for Entrepreneurs Art Seller. If you're a visual artist, you can create original drawings, paintings or prints of your work and build a business around selling them. Wedding Photographer. ... Jewelry Maker. ... Logo Designer. ... Musician. ... Blogger. ... Mobile App Designer. ... Vintage Reseller. ... Interior Designer. ... Landscape Designer. ... More items...
Entrepreneurship
An entrepreneur is someone who creates a new innovative business by himself/herself. They take huge and unknown risks and then reap the rewards when successful. Entrepreneurs have specific characteristics in themselves. They are risk-taking, innovative, sharp-minded, and disciplined. An entrepreneur usually introduces a new product or service to the market. Such entrepreneurial ventures have high potential growth with an equal level of uncertainty. The modern economy benefits a lot from succe...
Small Business Owner
A small business usually deals with established and known products and services. Therefore, small business owners take known and calculated risks. The risks are low; hence the rewards are also low. A small business is an enterprise that is privately owned, a partnership, or a sole proprietorship. A small
The Entrepreneurship and Small Business Management sequence offers a unique learning experience to students who aspire to start businesses or obtain
The Secret to Actually Producing Great Visual StorytellingLeslie Bradshaw
It's 2014 and there is no question that visual storytelling is an important tool in every marketer's tool belt. However, how to swiftly produce consistent, cost-effective and beautiful work is a lot less obvious. To arm you with the methods, resources and workflows you need to win at visual storytelling, we've asked marketer and data visualization pioneer Leslie Bradshaw to share her playbook. In her own words the session will deliver: Less hype. More do.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
2. Evidence of idea generation – mind maps - topics:
A range of ideas to take forward in to production. Should include images, colour schemes and font choices. Could include
mock ups and evidence of existing design work which is inspiring you.
3. Evidence of idea generation – mind maps - styles:
A range of ideas to take forward in to production. Should include images, colour schemes and font choices. Could include
mock ups and evidence of existing design work which is inspiring you.
I thought that out of the
different styles of video, this
style would be the best
since it would allow me to
include what I thought were
the best parts of my
researched videos into my
own film. By using a design
like this, I am able to have
different perspectives to
keep the viewer from
getting bored, but able to
get across factual points
and possibly even include
humour if possible or
appropriate.
4. Concept Boards:
A range of ideas to take forward in to production. Should include images, colour schemes and font choices. Could include
mock ups and evidence of existing design work which is inspiring you.
5. Concept Boards:
A range of ideas to take forward in to production. Should include images, colour schemes and font choices. Could include
mock ups and evidence of existing design work which is inspiring you.
6. Concept Boards:
A range of ideas to take forward in to production. Should include images, colour schemes and font choices. Could include
mock ups and evidence of existing design work which is inspiring you.
7. Structure:
A plan for your video. What is the purpose of the video, what is you intended direction, what are you trying to say?
8. Content research:
What materials and info do you need for your production? The core of a good factual project is doing the background work in
terms of researching the topic and getting the right contributors. Use this and additional slides to collect this. Reference your
sources.
“We like to feel like we are good at something
and we like to be recognised for it. We want
to know that we have mastered a situation
and we enjoy the feeling of progressing and
accomplishing goals.”
“They provide challenges with varying degrees of difficulty,
with clear lines of progression. They also give us built-in
reward systems.”
“We want to feel like we are in control of our actions and
situations. However, this isn’t always easy in real life. A lot
can happen outside of our control and this can be
frustrating. Gaming makes autonomy easy. Free-roam
games like GTA are particularly good at offering autonomy
as the player can pretty much make their own way
through the game. And the good news about gaming is
that failing doesn’t cost us the world! We can fail and try
again, all without too much risks.”
“We like to feel like we matter to other people
and like we make a difference within our
group or society. Multiplayer, and especially
mass online games, provide this relatedness
in a very direct way, but research from
Immersyve has suggested that we even
relate to the fictional characters within the
game, and feel relatedness through
dialogues and quests to help others.” As well as appealing to our basic psychological needs,
gaming may also improve our cognitive abilities and
enhance our intelligence.
9. Content research:
What materials and info do you need for your production? The core of a good factual project is doing the background work in
terms of researching the topic and getting the right contributors. Use this and additional slides to collect this. Reference your
sources.
“Violent games, as much as they get criticized by parents,
the media and the government, are great for getting anger
out.”
“The people who bottle up their anger and don’t
get it out are the ones who end up with problems.
Yes, there is always the rare case that someone
says that “Call of Duty made them want to kill
people,” but this is extremely rare. Obviously,
these people have deep psychological issues that
need to be addressed.”
I think that, over time, people will become more accepting
of video games. The problem is that they are,
comparatively, a new art form, and people are always
skeptical of new things. A lot of people think that video
games today still look like Pong. They can’t understand
why we love games so much.
10. Bibliography
1. Relojo, D. (2017). Psychological Reasons Why Some People Play Video Games. Available:
https://www.psychreg.org/psychological-reasons-play-video-games/. Last accessed 23rd
September 2018.
2. Gotto, C. (2013). Why do we love video games?. Available:
https://venturebeat.com/community/2013/04/16/why-do-we-love-video-games/. Last
accessed 23rd September 2018.