Sorry! The Monopoly is at Risk: Why Now is the Best Time Ever to Play Board G...Jamie Strachan
Board games have changed since we were kids. The variety of games has never been greater and the quality has never been better. Whether you haven't rolled dice since playing Candyland or have permanently settled in Catan, come hear what makes tabletop gaming so awesome and leave ready to find your next favourite game.
Originally presented at Nerd Nite XLI.
Learn how to play Pixies of the Forest at Kerching Casino. Match the giggly pixies up on any of the 99 paylines and unlock your extra coins and win up to £250,000. Fancy coming to see what the pixies have waiting for you? Play Pixies of the Forest at http://www.kerching.com/Games/Pixies-Of-The-Forest/
Pink vs Blue: Game Design Battles (Game Design for Tweens)Kim Verbon
Pink vs Blue: Game Design Battles (Game Design for Tweens). As delivered at GDC Europe 2011 by Kim Verbon & Peter Hofstede for Spil Games.
Differences in game design for children and gender and how to approach a huge untapped market.
Overplay Company Presentation - July 2009 shows the game development company portfolio. Here you can have an introduction about the services provided by the company.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Modern family board games have come a long way from just "roll-and-move". With so many fantastic board games to choose from, what are the best?
What family board games should be on everyone's shelf so no matter the situation, they've got a great game ready to play for some fun family time?
The Game of Your Life: Play to Win and Become a Champion in LifeRex Gibson
The Game of Your Life shows you how life is really like a game. To win the game of life, you need to understand the rules, know how to avoid and overcome obstacles to success, and recognize the goal of the game.
The principles for success in the game of life are simple, universal, and easy to apply. When you learn to play the game, you will be amazed at the results, in everything from the morning commute to work to building a successful relationship, to creating a thriving business.
Chris Trottier "Designing Games for the 43 year old Woman"Game Diversity
This presentation was done by (and is owned by) Chris Trottier, Zynga. It is being uploaded to continue / further the discussion of diversity and inclusion within the video game industry.
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.
We all play games.
A game is a system with rules in which the player tries to win.
We refer in this article to the games we play in life, which are usually not defined as games at.
Sorry! The Monopoly is at Risk: Why Now is the Best Time Ever to Play Board G...Jamie Strachan
Board games have changed since we were kids. The variety of games has never been greater and the quality has never been better. Whether you haven't rolled dice since playing Candyland or have permanently settled in Catan, come hear what makes tabletop gaming so awesome and leave ready to find your next favourite game.
Originally presented at Nerd Nite XLI.
Learn how to play Pixies of the Forest at Kerching Casino. Match the giggly pixies up on any of the 99 paylines and unlock your extra coins and win up to £250,000. Fancy coming to see what the pixies have waiting for you? Play Pixies of the Forest at http://www.kerching.com/Games/Pixies-Of-The-Forest/
Pink vs Blue: Game Design Battles (Game Design for Tweens)Kim Verbon
Pink vs Blue: Game Design Battles (Game Design for Tweens). As delivered at GDC Europe 2011 by Kim Verbon & Peter Hofstede for Spil Games.
Differences in game design for children and gender and how to approach a huge untapped market.
Overplay Company Presentation - July 2009 shows the game development company portfolio. Here you can have an introduction about the services provided by the company.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Modern family board games have come a long way from just "roll-and-move". With so many fantastic board games to choose from, what are the best?
What family board games should be on everyone's shelf so no matter the situation, they've got a great game ready to play for some fun family time?
The Game of Your Life: Play to Win and Become a Champion in LifeRex Gibson
The Game of Your Life shows you how life is really like a game. To win the game of life, you need to understand the rules, know how to avoid and overcome obstacles to success, and recognize the goal of the game.
The principles for success in the game of life are simple, universal, and easy to apply. When you learn to play the game, you will be amazed at the results, in everything from the morning commute to work to building a successful relationship, to creating a thriving business.
Chris Trottier "Designing Games for the 43 year old Woman"Game Diversity
This presentation was done by (and is owned by) Chris Trottier, Zynga. It is being uploaded to continue / further the discussion of diversity and inclusion within the video game industry.
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.
We all play games.
A game is a system with rules in which the player tries to win.
We refer in this article to the games we play in life, which are usually not defined as games at.
Born to Play Games - a talk by Jane McGonigal about human destiny circa 2020 ADJane McGonigal
How games bring out the best in us, act as a gateway to real-life goals, change who we think we really are, and protect us from real harm, and give us actual superpowers.... and how we will play world-changing games in the future as a result.
Noncompetitive games played over the phone or in person. You can cocreate a story, express an emotion, improvise a poem or examine a belief. Games are created so anyone can play. It’s fun and easy to learn!
Games Colonialism: Cultural Assumptions in Serious Game DesignMohini Dutta
Games are uniquely pliable systems. They can be used to generate empathy towards a situation by allowing players to inhabit parts of a topic, and contextualize the larger issue from a personalized perspective.
In leveraging games to impact environmental, social and economic issues, games are taken to a variety of unfamiliar cultures where game elements inhabit very different roles from those in the west, resulting in a new form of colonialism. In this 15 minute presentation, I elaborate on the assumptions that social impact game proponents bring to the field of games and humanitarian work and the problems that arise as a result of them.
As co-founder of a game design studio that makes games for beneficiaries of humanitarian organizations, I’m perpetually confronting the challenge of increasing popularization of games as a method of communication amid the lack of best practices for using them in these fraught arenas.
Game based learning is fast replacing the hackneyed workshop format, the core intended recipients of which are either small communal groups entrenched in folk customs and traditional belief systems, or impoverished urban communities. When constructing interactive communication tools (such as games) for such a diverse group, it is necessary to study their cultural morés and social etiquette to find common themes that can be used to encourage empathy towards the topic. In this situation games are used as metaphors to explain the topic presented, and since effective metaphors are analogous to the audience, it is important to chose efficient analogies. By choosing an analogy that is negative to that community, such as dice which are solely associated with gambling in many cultures, the reach of the game is reduced, impacting the effectiveness of the overall project goals.
A second impediment to constructing effective game-interactions on a community level is the process of project development. From experience in the humanitarian sector dealing with climate change, games are vetted by a hierarchy of scientists, project managers, and administrative staff. All of whom have a deep understanding of the core topic being represented though the games, but have completely different cultural expectations from the medium of games. As a result, the end product is finessed and tailored to satisfy a target audience that has very little in common to the end-audience.
Humanitarian organizations have an existing culture of talking down to these communities instead of talking with them. Aid constructs a hierarchy of givers and receivers, where the receiver is seen as a victim needing help, but incapable of providing any input into the process.
What steps can organizations take to overcome these challenges? What is the relevance of games to cross cultural humanitarian and social justice work given these limitations? What considerations should be taken by designers when creating these types of games?
Meeple centred design - Board Game AccessibilityMichael Heron
Delivered at the UK Games Expo on Friday 1st of June, 2018 . In this seminar, Dr Michael Heron and Pauline Belford of Meeple Like Us discuss the topic of board game accessibility and why support for people with disabilities within the tabletop gaming community is important - not just for its own sake, but for all of us.
Pages referenced here:
Meeple Like Us: http://meeplelikeus.co.uk
The Game Accessibility Guidelines: http://gameaccessibilityguidelines.com/
Eighteen Months of Meeple Like Us:
http://meeplelikeus.co.uk/eighteen-months-of-meeple-like-us-an-exploration-into-the-state-of-board-game-accessibility/
Meeple Centred Design: http://meeplelikeus.co.uk/meeple-centred-design-a-heuristic-toolkit-for-evaluating-the-accessibility-of-tabletop-games/
The Golden Gamers: A 65+ Library Gaming GroupJohn Pappas
"The Golden Gamers" Equitable and Inclusive Gaming Events for the Elderly presented by John Pappas
Tabletop board gaming is a creative, multi-generational, social and fun activity. While there is a broad swatch of recreational activities for the 65+ crowd, generally gaming is left out. Conversations with the Senior Activities Board of the Upper Darby Libraries confirmed this with traditional video games providing an engaging experience but accessibility tends to be a challenge due to physical determinants (carpal tunnel, poor eyesight, arthritis) and experiential (with a large learning curve required for many video games). Tabletop board games provide an experience that is interactive, social, cognitive and engaging. With concerns over Alzheimer's and social isolation, this is an important subject for many seniors. The Primos Library instituted a series of programs "Tabletop Gaming at the Library" (intergenerational, weekly), The Game Designer's Guild (monthly, intergenerational) and the "Golden Gamers" (65+, Monthly-Weekly dependant upon interest) each providing a gaming experience for burgeoning and experienced gamers of any age.
In this talk, Pappas will discuss the initial planning, marketing, collection development and community engagement elements of the series as well as successes and challenges. A large portion of the talk will be on game selection for this age group including issues such as the level of social interaction inherent in the game, types of games, levels of complexity and iconography.
A presentation introducing students to the concept of Games and their importance in modern life. Non-technical, and suitable for use in a 'soft skills' module.
We think in stories. Narratives are tools we use to make sense of the world, both in life and in games. Seeing how all stories work in a similiar way, and how all gameplay loops share their structure with stories, we will explore the similarities and look for tools that will help us design better games. This talk, inspired by John Yorke's book "Into the Woods. How stories work and why we tell them", and based on over ten years of experience in the industry, aims to present a consistent narrative-driven approach to game design.
A talk from Digital Dragons 2018
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
17. often, it keep you
worry!
pressure!
depress !
fear !
sad!
uncertainty
virus has a
18. its final mission is to alter our game code and
release the self-destruction formula in our
human body. Its vision is clear, to terminate
us from continue this game call LIFE.
19. we continue to take on the game but...
not many of us understand why we are here
20. At the end of your game, your skull is equally worthless
from those billionaire or famous award winning celebrities.
As said by Steve Jobs, being the richest man in the
graveyard does not make any meaning. Equally, being the
most famous skull in graveyard is meaningless too.
so, why we are here for?
21. the MATRIX never reveal to us about our mission. We play
the game base on our understanding from what the other
teach us about our mission - from our parent, friends,
teachers, bosses, religions, or even Hollywood movies.
ONLY A FEW DISCOVER THE MISSION
23. We are here to make this earth more beautiful. As human
mankind evolve, we become more knowledgable, intelligent,
but what we getting lesser and lesser, is our wisdom. Often, we
acquire knowledge and intelligent to acquire wealth, fame, or
leisure pleasure from education, but only a few acquire
wisdom to make this earth a better place.
24. Making this earth a better place is such a big word
that often said by the missionaries or politicians. What
it mean to my own game? How I participate? Why me?
25. WHAT IT MEAN TO MY LIFE? !
Religion call it Karma, some call it
cause of effect, economist call it
ROI, geeks call it “what you do is
what you get”, I personally call it
“cause to reaction”. It took me long
to understand that all we did from
past to today is the results of our
believe system. Only through
altering our believe system, we will
able to make a change in our life.
Understand our Mission is the root
to alter our Believe System.
31. Again, search for your mission.
Your calling. Your purpose.
And... play this game with FUN!
32. Lastly, one day, we all will come across
this common ending call “Game Over” !
!
We quit the game, take our rest, and
then, we return to the game we love to
play again - LIFE ON EARTH.
!
We come to this Earth again, looking at
the history we made, and move on to
enjoy the game we play.
!
to be continue ... as always