The document provides an overview of the MadFlatter interactive game designed to teach players about resolving conflicts between different personality types in shared living spaces. The game uses puzzle scenarios set in a flat where players must interact with exaggerated personality types to solve puzzles. Research informed the selection of common personality types based on the "Big Five" model and how they typically deal with conflicts. Gameplay involves conversational puzzles to unlock environmental puzzles. The goal is to educate players through reflective learning as they guide different personalities to collaborative conflict resolutions.
Alternate Reality Gaming Research Proposalgueste74089
The document proposes creating an alternate reality game (ARG) for Woedend!, a company involved in games, mobile apps, and advertising. An ARG obscures that it is a game by denying its nature as such. It expands spatially, temporally, and socially by blurring boundaries between game and real world. Woedend! should utilize techniques like "TING-ing" a game to immerse players and involve audiences with different levels of awareness, from unaware to fully aware it is an ARG. The proposal discusses how Woedend! can maximize audience attention and brand exposure through an ARG.
1. The document discusses pervasive performance through gaming and how gaming can be used for learning. It covers topics like ubiquitous computing, alternative reality gaming, and "supergaming" at massive scales.
2. Jane McGonigal is discussed as a renowned game researcher who argues gaming can build massively scaled online communities through ubiquitous technologies.
3. Supergaming is defined as harnessing players across public environments at massive scales for problem solving, going beyond traditional audiences to connect many individuals.
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...Flavia Stoian
Inspired by the continual transition and controversial nature of the gaming culture, this study is a comparative inquiry into the online and the tabletop gaming culture from the perspective of women gamers to find out how critical differences between the two spaces mark their experience while they practice the games they love. It is written as a comparative narrative between online and tabletop data collected from Dungeons & Dragons and World of Warcraft. Both games are part of overlapping genres, have similar mechanics, and the player base have common characteristics. The thesis is structured in two sections. The first section reviews the literature necessary to scaffold the research approach. The second section is a three-fold, ethnographic exploration of the Dungeons & Dragons and World of Warcraft gaming spaces, from the perspective of women gamers.
This document provides a marketing plan for the video game "Gary and the Ghost". The plan aims to promote the game's cooperative gameplay between parents and children. Key elements include:
- Producing TV ads featuring popular child and parent celebrities playing the game to appeal to both audiences. These will air for 2 months before and after release.
- Magazine and outdoor ads (billboards, bus shelters) with images of the celebrity players to increase awareness.
- In-store displays and cutouts at retailers.
- A website, social media accounts, and community manager to engage customers online.
- A pre-release video competition on YouTube and a free demo on consoles to generate interest.
The document is a 2011 report from the Entertainment Software Association (ESA) that provides sales, demographic, and usage data about the computer and video game industry. Some key facts include:
- 72% of American households play computer or video games, with the average gamer age being 37. 29% of gamers are over age 50.
- The average age of the most frequent game purchaser is 41. 52% of frequent purchasers are male and 48% are female.
- 55% of gamers play games on their phones or handheld devices. 65% of gamers play games with others in person.
- 91% of parents are present when games are purchased and
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
This document discusses three entry points for brands to engage with gamers:
1) Integrating brands directly into existing games to raise awareness in a non-intrusive way, like Ford promoting their cars in The Sims.
2) Partnering with popular games and movies to create special branded levels and apps, like Universal Pictures working with Doodle Jump.
3) Creating their own branded games, though it notes brands often had limited success with this in the past and now focus more on partnering with popular titles.
The overall message is that gaming is a massive social activity and brands can benefit by finding subtle ways to engage users within these interactive communities rather than interrupting gameplay with obvious ads.
Gamification is a process of using game thinking and mechanics to engage users. This concept can be applied to both customer facing applications and employee facing applications in the company’s business model. Enterprise architects must be ready to manage a variety of “player types” (achievers, socializers, explorers and killers) and deployment scenarios. BBVA Innovation Edge' is the first corporate iPad magazine focused on innovation. Each edition features articles, analysis and huge information about a particular theme. The main purpose of the magazine is to express the new trends and the upcoming technologies that may impact to the financial industry.
Alternate Reality Gaming Research Proposalgueste74089
The document proposes creating an alternate reality game (ARG) for Woedend!, a company involved in games, mobile apps, and advertising. An ARG obscures that it is a game by denying its nature as such. It expands spatially, temporally, and socially by blurring boundaries between game and real world. Woedend! should utilize techniques like "TING-ing" a game to immerse players and involve audiences with different levels of awareness, from unaware to fully aware it is an ARG. The proposal discusses how Woedend! can maximize audience attention and brand exposure through an ARG.
1. The document discusses pervasive performance through gaming and how gaming can be used for learning. It covers topics like ubiquitous computing, alternative reality gaming, and "supergaming" at massive scales.
2. Jane McGonigal is discussed as a renowned game researcher who argues gaming can build massively scaled online communities through ubiquitous technologies.
3. Supergaming is defined as harnessing players across public environments at massive scales for problem solving, going beyond traditional audiences to connect many individuals.
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...Flavia Stoian
Inspired by the continual transition and controversial nature of the gaming culture, this study is a comparative inquiry into the online and the tabletop gaming culture from the perspective of women gamers to find out how critical differences between the two spaces mark their experience while they practice the games they love. It is written as a comparative narrative between online and tabletop data collected from Dungeons & Dragons and World of Warcraft. Both games are part of overlapping genres, have similar mechanics, and the player base have common characteristics. The thesis is structured in two sections. The first section reviews the literature necessary to scaffold the research approach. The second section is a three-fold, ethnographic exploration of the Dungeons & Dragons and World of Warcraft gaming spaces, from the perspective of women gamers.
This document provides a marketing plan for the video game "Gary and the Ghost". The plan aims to promote the game's cooperative gameplay between parents and children. Key elements include:
- Producing TV ads featuring popular child and parent celebrities playing the game to appeal to both audiences. These will air for 2 months before and after release.
- Magazine and outdoor ads (billboards, bus shelters) with images of the celebrity players to increase awareness.
- In-store displays and cutouts at retailers.
- A website, social media accounts, and community manager to engage customers online.
- A pre-release video competition on YouTube and a free demo on consoles to generate interest.
The document is a 2011 report from the Entertainment Software Association (ESA) that provides sales, demographic, and usage data about the computer and video game industry. Some key facts include:
- 72% of American households play computer or video games, with the average gamer age being 37. 29% of gamers are over age 50.
- The average age of the most frequent game purchaser is 41. 52% of frequent purchasers are male and 48% are female.
- 55% of gamers play games on their phones or handheld devices. 65% of gamers play games with others in person.
- 91% of parents are present when games are purchased and
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
This document discusses three entry points for brands to engage with gamers:
1) Integrating brands directly into existing games to raise awareness in a non-intrusive way, like Ford promoting their cars in The Sims.
2) Partnering with popular games and movies to create special branded levels and apps, like Universal Pictures working with Doodle Jump.
3) Creating their own branded games, though it notes brands often had limited success with this in the past and now focus more on partnering with popular titles.
The overall message is that gaming is a massive social activity and brands can benefit by finding subtle ways to engage users within these interactive communities rather than interrupting gameplay with obvious ads.
Gamification is a process of using game thinking and mechanics to engage users. This concept can be applied to both customer facing applications and employee facing applications in the company’s business model. Enterprise architects must be ready to manage a variety of “player types” (achievers, socializers, explorers and killers) and deployment scenarios. BBVA Innovation Edge' is the first corporate iPad magazine focused on innovation. Each edition features articles, analysis and huge information about a particular theme. The main purpose of the magazine is to express the new trends and the upcoming technologies that may impact to the financial industry.
The document discusses the concept of "flow" which refers to a state of complete focus and engagement in an activity where one's skills are fully utilized and challenges are at an optimal level. Key aspects of flow include clear goals, direct feedback, and a loss of self-consciousness. Researchers have found it typically takes years to experience flow in an activity through building skills. However, video games are designed to quickly immerse players in a challenging experience that can induce a state of flow.
The Gamification of contents - Master SNID - Politecnico di MilanoGiovanni Caruso
This document discusses the concept of gamification and provides examples of its use. It begins by defining gamification as using game mechanics to engage users and solve problems. It then discusses key elements of games like rules, goals and feedback loops. The rest of the document provides examples of gamification used in marketing campaigns for shows like Game of Thrones and movies on platforms like Netflix and HBO. It also discusses debates around the concept, including whether extrinsic motivations from things like points and badges can truly engage users in the way intrinsic game elements do.
Gamification: Integrating gaming into your brand strategy TP1
Gamification (or gameful design) is not a new concept, but it has been mishandled by marketing consultants. This presentation will outline the concept for you through the perspective of game design.
Social Gaming & Gambling Summit_Martin WilliamsMediabistro
This document outlines design principles for the next generation of social games. It discusses common negative design traits in current social games like psychological manipulation, passive gameplay, inadequate rewards, and synthetic game elements. These traits can undermine player engagement. The document recommends focusing on positive traits like fairness, emotional connections, balanced competition, and player immersion. It also suggests drawing inspiration from classic games with strong social elements that featured novelty, creativity, compelling progression, and harnessing social bonds. The goal is to create social games with "compelling value" that provide real world benefits and deeper engagement to attract players.
The document provides an overview of game design concepts including interaction design, game mechanisms, game models, and victory conditions. It discusses topics such as turns, actions points, cards, movement, auctions/bidding, dice, capture/elimination, goals, territory control, victory points, and more. The document serves as a reference for game designers to understand essential elements of game design.
The document summarizes findings from evaluations of two social impact games funded by the Knight Foundation: Macon Money and Battlestorm. Macon Money was designed to connect residents in Macon, GA and spur economic growth in the downtown area. Over 3,500 unique players participated, spending $65,000 at local businesses. The game engaged residents, created new social connections, and continued spending at local businesses after the game. However, efforts to boost participation of African Americans were unsuccessful. Overall, the evaluation found social impact games can contribute to place attachment, economic development, and social capital when designed and implemented effectively.
The document discusses harnessing the potential of memes to change society by linking them to mobile games. It proposes shifting the gaming paradigm to one inspired by the Pre-Raphaelite Brotherhood's principles of expressing genuine ideas studied from nature to create thoroughly good games. Digital social networking manifests old behaviors like accumulating social capital through relationships and grooming/gossiping, which could support this paradigm shift.
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
“Super better”, the words sound like the start to a newspeak dictionary entry from 1984.
However, far from gaining a double plus good rating for conformity, it is actually an effort that dares to try and be different.
Read more
In part one of our exploration of the gaming audience landscape, we spoke with people from across the industry to establish some of the key characteristics of the different types of gamer – social, console and mobile - and where the power to engage and own these audiences lies.
In this follow up piece, we use social media analytics to understand how and why gaming audiences engage with the games and platforms they use and craft some insights into how publishers, manufacturers and platforms can keep these gamers coming back for more.
This document outlines 10 potential pitfalls of gamification:
1. The Crap Crab - Abuse is not a value proposition
2. The Maelstrom of Misplaced Challenge - Getting in the way of efficiency
3. The Trapped Sea of Staleness - No fresh content and challenge
4. The Urobus of Unintended Consequence - Neglecting side effects
5. The Social Signal Sea Serpent - Ignoring context meanings
6. The Autonomy Leech and Value Vampire - Curbing autonomy through control
7. The Ice Shelves of Ignorance - Not knowing your users
8. The Feature Shallows - Neglecting design process
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
The document discusses the concept of gamification, which involves applying game design elements to non-game contexts to encourage desired user behaviors and engagement. It provides examples of gamification in marketing, health and fitness apps, loyalty programs, and more. However, it also notes criticisms of gamification, including that simply adding game-like elements does not ensure fun or engagement, and that gamification risks oversimplifying what makes games enjoyable.
The document discusses how shifts in global trends suggest an increased use of game mechanics and productivity games in the future workplace. It provides examples of how Microsoft has successfully used productivity games to improve processes. Productivity games motivate employees to complete work and expand skills. These lessons and trends, like increased social gaming, distributed workforces, and efficiency pressures, support that games will be an important part of future work.
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...Sebastian Deterding
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
The document discusses games and serious games. It begins with definitions of play and games, and notes that while reality is broken, games can make the world better. It discusses how games are designed with elements like aesthetics, mechanics, story and technology. Game design considers the player experience and principles of learning. Serious games can teach in an engaging way by empowering learners and integrating learning into the gameplay.
The document discusses the Piazza del Campo in Siena, Italy. It describes how the Piazza del Campo serves as both a preserved urban space and meeting the criteria for an ephemeral city. As the center of the city and intersection of its divisions, the Piazza del Campo was an important cultural investment for Siena. It continues to be a vibrant unifying element for the city, especially at night and during celebrations in July. Siena developed a strong independent identity and resisted Roman and Papal rule for centuries, allowing it to thrive culturally and economically through banking and its university.
The document provides photos and captions from various college campuses about recent library events. At Westchester, a display was held on college success that had a dozen checkouts. An entrepreneur meetup was also hosted in the library where business ideas were discussed. At Middlesex, a librarian from the German National Library of Economics met with an information literacy steering committee. For Banned Book Week, one library created a map and display showing banned books and reasons for challenges. They also held a virtual read out for selected passages from challenged books.
Hiring is broken. Turnover and retention haven’t improved in over 30 years.
In particular, there are 6.5 million small businesses (with payroll) in North America, spending $60 billion on hiring … But most small businesses still don't know how to find the best job candidates, or how to hire accurately and legally. They waste a lot of time guessing – and about half of the time, they make mistakes that really damage their business.
The document provides information on various construction materials and components. It includes definitions and images for items like air barriers, attic ventilation, backhoes, brick bonds and sizes, cladding materials, concrete joints, concrete masonry units, decorative concrete masonry, doors, electrical components, framing elements, front end loaders, gypsum board, heat pumps, insulation, lintels, mortar, oriented strand board, plumbing fixtures, plywood, rebar, roof drainage, roof materials and shapes, stone, vapor retarders, waterproofing, weep holes, and windows.
The document discusses the concept of "flow" which refers to a state of complete focus and engagement in an activity where one's skills are fully utilized and challenges are at an optimal level. Key aspects of flow include clear goals, direct feedback, and a loss of self-consciousness. Researchers have found it typically takes years to experience flow in an activity through building skills. However, video games are designed to quickly immerse players in a challenging experience that can induce a state of flow.
The Gamification of contents - Master SNID - Politecnico di MilanoGiovanni Caruso
This document discusses the concept of gamification and provides examples of its use. It begins by defining gamification as using game mechanics to engage users and solve problems. It then discusses key elements of games like rules, goals and feedback loops. The rest of the document provides examples of gamification used in marketing campaigns for shows like Game of Thrones and movies on platforms like Netflix and HBO. It also discusses debates around the concept, including whether extrinsic motivations from things like points and badges can truly engage users in the way intrinsic game elements do.
Gamification: Integrating gaming into your brand strategy TP1
Gamification (or gameful design) is not a new concept, but it has been mishandled by marketing consultants. This presentation will outline the concept for you through the perspective of game design.
Social Gaming & Gambling Summit_Martin WilliamsMediabistro
This document outlines design principles for the next generation of social games. It discusses common negative design traits in current social games like psychological manipulation, passive gameplay, inadequate rewards, and synthetic game elements. These traits can undermine player engagement. The document recommends focusing on positive traits like fairness, emotional connections, balanced competition, and player immersion. It also suggests drawing inspiration from classic games with strong social elements that featured novelty, creativity, compelling progression, and harnessing social bonds. The goal is to create social games with "compelling value" that provide real world benefits and deeper engagement to attract players.
The document provides an overview of game design concepts including interaction design, game mechanisms, game models, and victory conditions. It discusses topics such as turns, actions points, cards, movement, auctions/bidding, dice, capture/elimination, goals, territory control, victory points, and more. The document serves as a reference for game designers to understand essential elements of game design.
The document summarizes findings from evaluations of two social impact games funded by the Knight Foundation: Macon Money and Battlestorm. Macon Money was designed to connect residents in Macon, GA and spur economic growth in the downtown area. Over 3,500 unique players participated, spending $65,000 at local businesses. The game engaged residents, created new social connections, and continued spending at local businesses after the game. However, efforts to boost participation of African Americans were unsuccessful. Overall, the evaluation found social impact games can contribute to place attachment, economic development, and social capital when designed and implemented effectively.
The document discusses harnessing the potential of memes to change society by linking them to mobile games. It proposes shifting the gaming paradigm to one inspired by the Pre-Raphaelite Brotherhood's principles of expressing genuine ideas studied from nature to create thoroughly good games. Digital social networking manifests old behaviors like accumulating social capital through relationships and grooming/gossiping, which could support this paradigm shift.
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
“Super better”, the words sound like the start to a newspeak dictionary entry from 1984.
However, far from gaining a double plus good rating for conformity, it is actually an effort that dares to try and be different.
Read more
In part one of our exploration of the gaming audience landscape, we spoke with people from across the industry to establish some of the key characteristics of the different types of gamer – social, console and mobile - and where the power to engage and own these audiences lies.
In this follow up piece, we use social media analytics to understand how and why gaming audiences engage with the games and platforms they use and craft some insights into how publishers, manufacturers and platforms can keep these gamers coming back for more.
This document outlines 10 potential pitfalls of gamification:
1. The Crap Crab - Abuse is not a value proposition
2. The Maelstrom of Misplaced Challenge - Getting in the way of efficiency
3. The Trapped Sea of Staleness - No fresh content and challenge
4. The Urobus of Unintended Consequence - Neglecting side effects
5. The Social Signal Sea Serpent - Ignoring context meanings
6. The Autonomy Leech and Value Vampire - Curbing autonomy through control
7. The Ice Shelves of Ignorance - Not knowing your users
8. The Feature Shallows - Neglecting design process
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
The document discusses the concept of gamification, which involves applying game design elements to non-game contexts to encourage desired user behaviors and engagement. It provides examples of gamification in marketing, health and fitness apps, loyalty programs, and more. However, it also notes criticisms of gamification, including that simply adding game-like elements does not ensure fun or engagement, and that gamification risks oversimplifying what makes games enjoyable.
The document discusses how shifts in global trends suggest an increased use of game mechanics and productivity games in the future workplace. It provides examples of how Microsoft has successfully used productivity games to improve processes. Productivity games motivate employees to complete work and expand skills. These lessons and trends, like increased social gaming, distributed workforces, and efficiency pressures, support that games will be an important part of future work.
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...Sebastian Deterding
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
The document discusses games and serious games. It begins with definitions of play and games, and notes that while reality is broken, games can make the world better. It discusses how games are designed with elements like aesthetics, mechanics, story and technology. Game design considers the player experience and principles of learning. Serious games can teach in an engaging way by empowering learners and integrating learning into the gameplay.
The document discusses the Piazza del Campo in Siena, Italy. It describes how the Piazza del Campo serves as both a preserved urban space and meeting the criteria for an ephemeral city. As the center of the city and intersection of its divisions, the Piazza del Campo was an important cultural investment for Siena. It continues to be a vibrant unifying element for the city, especially at night and during celebrations in July. Siena developed a strong independent identity and resisted Roman and Papal rule for centuries, allowing it to thrive culturally and economically through banking and its university.
The document provides photos and captions from various college campuses about recent library events. At Westchester, a display was held on college success that had a dozen checkouts. An entrepreneur meetup was also hosted in the library where business ideas were discussed. At Middlesex, a librarian from the German National Library of Economics met with an information literacy steering committee. For Banned Book Week, one library created a map and display showing banned books and reasons for challenges. They also held a virtual read out for selected passages from challenged books.
Hiring is broken. Turnover and retention haven’t improved in over 30 years.
In particular, there are 6.5 million small businesses (with payroll) in North America, spending $60 billion on hiring … But most small businesses still don't know how to find the best job candidates, or how to hire accurately and legally. They waste a lot of time guessing – and about half of the time, they make mistakes that really damage their business.
The document provides information on various construction materials and components. It includes definitions and images for items like air barriers, attic ventilation, backhoes, brick bonds and sizes, cladding materials, concrete joints, concrete masonry units, decorative concrete masonry, doors, electrical components, framing elements, front end loaders, gypsum board, heat pumps, insulation, lintels, mortar, oriented strand board, plumbing fixtures, plywood, rebar, roof drainage, roof materials and shapes, stone, vapor retarders, waterproofing, weep holes, and windows.
On October 7th, a heavy storm with strong winds blew down large branches from two trees in the courtyard of the Paramus campus. The trees had to be cut down for safety reasons. Local wiffle-ball players are enjoying the open space, as there is now more room for them to play in the courtyard area.
Il marketing di domani: non basta metterci il trucco - Noci 28 nov 2011Personalive srl
Atti dell'intervento di Giuliano Noci, ordinario di Marketing al Politecnico di Milano, all'evento "Il Marketing si guarda allo specchio e si scopre strabico" svoltosi al Politecnico di Milano il 28 novembre 2011.
This presentation was created by Berkeley College librarians for Prof. Kaplan's GEC 112 course running on the Woodbridge campus in Fall 2014. This will guide students in finding the resources they need for the invention assignment.
concurso organizado por el Departamento de Alemán IES Goya Zaragoza con el tema “Yo como alcalde / alcaldesa”, en el que l@s alumn@s de 3º y 4º de ESO debían realizar power-points en que expusieran sus ideas para mejorar la calidad de vida de su ciudad
Richard comes to the library early in the morning to study before his 11:40 class after working the night shift. The librarian would like to have lounge chairs for students like Richard who use this time between classes to hang out in the library.
The librarian's morning routine includes checking email, restocking supplies, processing interlibrary loans and addressing small issues from students and staff. They also catalog new materials, handle administrative tasks, and meet with other campus staff.
The busy morning ends with the librarian finding they have no materials from the previous year's top booklist to promote, and deciding to continue working on retention files when their part-time staff member arrives rather than starting a new display project
The document describes the transformation of a vacant house in the Fox Valley from an unoccupied home that sat on the market for 231 days with over 60 showings but no second visits, to a valued home after undergoing renovations and staging. The staging involved taking before and after photos throughout the home that highlighted the improvements, and it resulted in a second showing and an offer being made only two days after it became a show home.
This document outlines Andy Saltarelli's teaching philosophy project where he analyzed teaching philosophy documents from 1999-2004 and 2005-2010 to test two hypotheses: 1) that more recent documents would have less text and more links, and 2) that more recent documents would use more constructivist words while older documents used more direct instruction words. The analysis found some support for the second hypothesis but not the first. It concluded more research is needed using larger samples and more advanced statistical analysis to better understand how teaching philosophies have changed with the rise of online learning and web tools.
The document describes a workshop on the FLIP (Focus on Learners by Involving them in the Process) model for flipping the classroom. It discusses having students complete pre-work activities before class individually to learn basic concepts. Then class time is spent on higher-level learning through engaging activities that apply the concepts. The tips provided recommend establishing a FLIP classroom from the start of the semester so students are engaged. Pre-work should include an action component like writing or identifying concepts. Class periods should include chunking lectures with activities every 10-12 minutes to maintain attention. The workshop modeled FLIP techniques like a pre-class quiz and games to reinforce learning.
L'Anse aux Meadows is an archaeological site located in Newfoundland, Canada that provides evidence of Viking settlement in North America around the year 1000 AD. The site contains the remains of eight buildings similar to those used by Vikings in Iceland and Greenland at the time. Artifacts found at the site, such as iron nails, rivets, and tools, confirm the settlers were Norsemen. It is believed the settlement served as a waystation for repairing ships and exploring, rather than a long-term colony, and was later abandoned.
The document summarizes notes from several librarians - Amanda, Bonnie, and Katie - about their experiences at the 2013 NJLA conference. Some key sessions and speakers they attended included a session on reaching online learners using tools like screen sharing, Jonathan Maberry's talk about apocalyptic literature appealing to teens, and Steven Abram's inspirational keynote about the future of libraries. Bonnie and Katie presented a well-received poster on encouraging librarians to take MOOCs for professional development. Amanda also presented a poster and study results. Photos from the conference were shared on NJLA's Flickr page.
Presentatie Ambitiecoalitie Koplopers bijeenkomst MVO Nederland 8-12-2014Glenn van der Burg
Presentatie en discussie over icoonproject "Het Talent-Ecosysteem" voor ambitiecoalitie Werk van Ambitie2020 tijdens de koplopersbijeenkomst van 8 december 2014
Give Buyers What They Want - Results from ITSMA’s How Buyers Consume Informat...Paul Writer
Presented by Dave Munn - President & CEO, ITSMA at Paul Writer's Great Indian Marketing Summit - IT Edition, 1 Feb, 2013, Bangalore
webcast of the session available at http://www.24framesdigital.com/paulwriter/webcast/010213/in.asp
This document provides information about FFSJ, a file splitting and joining program. FFSJ consists of File Splitter and File Joiner programs that allow users to split large files into smaller chunks for storage and transmission, and then join the split files back together. The document outlines FFSJ's main features, how to download and use FFSJ, command line interface details, and provides examples of commands for splitting, joining, and generating MD5 checksums of files.
How Small Businesses Compete for the Best HiresClearFit
Need help finding employees? Wondering how to do a more efficient resume search? Or how about simply how to hire most effectively?
ClearFit Co-Founder Ben Baldwin explores these topics and more in this exclusive presentation.
Visit www.clearfit.com for more details.
This document discusses categorizing narrative devices in digital games to promote education and professional understanding. It defines key terms like narrative, nature, intent, space, and approach. Regarding nature, narratives can be explicit or implicit. Explicit narratives directly state information, while implicit narratives express information indirectly. The document examines pros and cons of explicit narratives, and how they are commonly used in AAA games for clarity but can overwhelm players. Implicit narratives allow indirect interpretation and are common in indie games. The document proposes a framework for analyzing and discussing narrative devices using these categories.
This document discusses how online games and virtual worlds can provide insights into participation, community, globalization, and 21st century marketing. It notes that these spaces allow for persistence, freedom, user avatars and characters, guilds/teams, and cooperative/competitive play. The document advocates leveraging user participation, going to communities rather than trying to control them, being transparent, and crowdsourcing ideas from users. It argues that virtual spaces can magnify real-world possibilities and that community is built through shared activities. While advertising must be socially responsible, these spaces are powerful marketing venues if they respect user involvement.
This document summarizes reflections on a Coursera course about gamification. It discusses how the Coursera platform structures the class material engagingly for all levels. The course effectively breaks down game elements and motivations. Interviews with experts Ethan Mollick and Bing Gordon provide insights on gamification's impacts and cautions around morality. Both see potential in gamification to motivate learning if guided by research on best practices.
"Everything I need to know I learnt from World of Warcraft": why we might nee...Martin Oliver
Ascilite 2010 keynote
"Everything I need to know I learnt from World of Warcraft": why we might need to start asking better questions about games, simulations and virtual worlds
Like many areas of educational technology research, a lot of the work that focuses on games, simulations and virtual worlds consists of case studies that demonstrate proof of concept, enthusiastic position pieces or success stories. All of this is important: we need to know what sort of things we can use these technologies to do, so as to build a broader repertoire of teaching practices. However, this kind of focus neglects a range of other questions and issues that may prove more important in the longer term.
For example, educational research about games typically emphasises the way that playing motivates players; it ignores how successful games (such as massively multiplayer online games) often feel like work, and it also glosses over the way that bringing a game inside the curriculum changes the way that 'players' relate to it. There are also inconsistencies in the way games are thought about: the idea that they cause violence is often criticised as over-simplistic, yet the idea that they cause learning isn't. In virtual worlds, opportunities to create new identities is widespread, but questions about how this relates to our embodied relationships are rarely asked. In simulations, 'realism' is celebrated - but this means that simulations will always be second best to actual experiences, and it ignores how groups can disagree about whether something is realistic or not. Across this work, the complexity of learning and teaching seems hidden by the desire to promote the value of these technologies.
This talk will offer some examples of work that, in small ways, try to engage with these kinds of issue. Different priorities will be suggested, which invite a new kind of engagement with research and practice in this area.
"Perspective-Based Learning Through Role-Playing Curriculum Design" by Sherry...Sherry Jones
Aug. 3, 2016 - This presentation was featured during the Colorado Teaching and Learning with Technology Conference (COLTT 2016). The presentation showcased my method of designing an entire college course curriculum using the role-playing design approach. A case study and examples are offered.
No child left untableted - a snapshot of mobile education technology for K-12Erin Daniels
Schools are finally catching on to the amazing opportunity that tablets bring to engage students to promote learning and skill building. With the expansive efforts to bring iPads to the classroom, students are tapping in to the opportunity to learn using the most natural and easy to use platform for delivering learning. Teachers are also discovering new tools to use in curriculum design and lesson planning to engage students while meeting Common Core State Standards (CCSS). From learning “games” to gesture-based exercises to content delivery, students are learning from the most easy-to-use device available on the market today.
The document discusses the educational benefits of the online game World of Warcraft. It argues that while games like WoW are often seen as addictive distractions, players are actually constantly learning through challenges that push them to develop new skills and strategies. Some ways WoW promotes learning include its system of continuous challenges calibrated to a player's skill level, motivation to achieve new levels of performance similar to work environments, and emphasis on teamwork through player guilds, reflecting real-life importance of collaboration. While games have long been criticized as a waste of time, the document makes the case that they provide important informal learning opportunities.
Gamification Strategies How to solve problems, motivate and engage people th...Karl Kapp
This document discusses gamification strategies and how games can be used to solve problems, motivate people, and engage learners. It provides examples of why games appeal to people through elements like storyline, characters, and music. Games can create an emotional connection and be used in learning and instruction. The document also discusses how gamification can increase engagement and motivation for learners through elements like points, badges, and leaderboards. Specific examples are provided of companies that have successfully used gamification in their marketing and customer engagement strategies.
Video games can be used as learning tools to develop reading comprehension and other skills. They incorporate decision trees and causal networks that represent formal spaces of possibility and the basis of causal analysis in discourse processing. Walkthroughs that explain how to play games can be examples of narrative composition. When readers have strong comprehension skills, they can use higher-level processes to support lower-level skills like decoding. Games can represent design elements found in research and curriculum and motivate sustained engagement through play.
The document provides a guide to cooperative games that can be used for social change work, outlining icebreakers, initiatives, trust builders, and closer games. It emphasizes that games should not just be for fun but should be intentionally facilitated to build trust, teamwork, and reflect on lessons that can further social change goals. The guide provides tips for facilitators on framing games purposefully and using reflection to make meaningful connections between the games and social issues.
The document provides a guide to cooperative games that can be used for social change work, outlining icebreakers, initiatives, trust builders, and closer games. It emphasizes that games should not just be for fun but should be intentionally facilitated to build trust, teamwork, and reflect on lessons that can further social change goals. The guide provides tips for facilitators on framing games purposefully and using reflection to make meaningful connections between the games and social issues.
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
The document discusses the key aspects of designing an effective serious game. It explains that the first steps are to identify the target group and specific learning objectives, then design game activities and mechanics that align with those objectives. An example serious game called Pax Warrior is described, which aims to educate youth on the UN mission in Rwanda through experiential simulations and collaborative learning tools.
Serious Games - How to use the most powerful communication tool of the next g...Nico King
The first step to effective communication is getting people’s attention, but what comes next? Learn from examples in Advergaming, Staff Training, and Games For Change to find out why they are effective at translating ideas into first-person experiences, and how that can be applied to businesses today.
Good games trigger learning through their design in ways similar to principles of human learning. The document discusses 13 principles of learning built into good games:
1. Empowered learners through co-design, customization, and identity
2. Well-ordered problem solving with problems that are pleasantly frustrating and support cycles of expertise
3. Just-in-time and on-demand information
Examples like Ratchet and Clank, Deus Ex, and Rise of Nations exemplify these principles by giving players agency, progressively harder challenges, and contextualized information. The document argues game designers intuitively apply principles of learning through evolutionary design pressures to create engaging, complex games.
Good games trigger learning through their design in ways similar to principles of human learning. The document discusses 13 principles of learning built into good games:
1. Empowered learners through co-design, customization, and identity
2. Well-ordered problem solving with problems that are pleasantly frustrating and support cycles of expertise
3. Just-in-time and on-demand information
Examples like Ratchet and Clank, Deus Ex, and Rise of Nations exemplify these principles by giving players agency, progressively harder challenges, and contextualized information. The document argues game designers intuitively apply principles of learning through evolutionary design pressures to create engaging, complex games.
This document discusses how curiosity and creativity are connected. It provides quotes and resources that encourage nurturing curiosity in children and embracing failure as part of innovation. Tabletop role-playing games are recommended as an activity that can foster skills like problem-solving, communication, imagination and looking at different perspectives. Playing these games involves reading rules carefully, using math, collaborating with others and stepping into alternative roles.
The value of video-game learning cannot be underestimated in the classroom. This gives you an overview of game-principles that can be learned in the classroom.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
1. Ideas That Matter
Shedding Light Not Heat
MadFlatter Blueprint
Design Issues 2008
Charles Sheppa
Luke Pirie
Rob Cape
1
2. Group Project, 26 September 2008
DESI321, Design Studies, University of Otago
Luke Pirie, Rob Cape and Charles Sheppa.
2
3. Contents
04 Overview
05 Formative Research
06 Precedents
08 Game Dynamics & Components
10 Personality Types & Scenarios
12 Game Interaction
16 Media
17 Strategy and Opportunity
18 References
19 Appendix
3
4. Overview
Conflict in a Shared Space Our Solution
There are universally common problems and By using education as a tool to help people
conflicts within a shared living space. Within aged 18 - 25 examine and understand
these spaces different personality types conflicts we hope to give individuals a
come into contact and occasional conflict. better chance of taking on these complex
Each of these personality types have different issues themselves. By shedding light on the
methods for dealing with these conflicts. effects of choices that individuals make to
resolve conflicts; we hope to give a greater
Often the way individuals choose to interact understanding of three things. How people
with others effects many other aspects of personally solve disputes, how this may be
the relationships in a home. If a person does interpreted by others and the importance of
not understand the effects of how they collaboration when trying to solve a conflict.
communicate, the odds that their message
will be misunderstood greatly increases. Our teaching tool, an interactive game, allows
the user to play through a conflict without any
Due to these complexities designing to real life consequences. Watching the reaction
suggest the best way to resolve these and movement of a conflict, playing on both
conflicts is a ‘wicked‘ problem. A number of sides of right and wrong. However the game
additional issues and unknowns stem from does not preach to the player, it cleverly
the original problem. The design must be hides a layer of subversive education within
developed to address the huge variety and the complex style of a fun1st person puzzle
complexity present in these interactions. solving adventure game.
4
5. Formative Research
Key Research Elements:
The most common personality types and
the method that they commonly deal with
resolving conflicts.
The value of game play in teaching and the
best ways to use games to achieve reflective
learning practices.
The existing programmes and games that aim
to inform people how to resolve universally
common conflicts.
Common conflicts within household
environments that applied to the immediate
target demographic.
The development of serial games and the
benefits of this type of release.
How to share games and develop fans on
social networking sites such as Facebook.
It is important to note that Madflatter is
design driven and research informed.
5
6. Precedents
Looking into other existing ideas that shared similarities to our key
objectives we found several related concepts.
Peace Foundation programme for Students learning through games. Virtual environment for learning.
resolving conflicts.
The Cool Schools programme teaches With the ever increasing use of gaming As Freitas and Oliver state “‘other worlds’
individuals to use conflict scenarios as an consoles, home computers and online can indeed accelerate learning, allowing the
opportunity to build positive relationships games, it is imperative that educators use learner to ... Participate within the ‘world’
with others. Non-violent, constructive, these tools to reach the targeted users. and to reflect upon their relationship when
cooperative, win/win solutions to a problem Despite the vast amount of criticism that viewed from outside of it, reinforcing learning
are negotiated. Agreements are made digital games receive, the reality is that through empathy or ‘being there’, whilst
which are mutually acceptable to all parties simulation style games are here to stay allowing sufficient space for reflection. This
”
concerned. Madflatter is more subversive in so we need to harness their potential, not ability to create a fun learning environment
its method of teaching, as it lightens the tone demonize them and disregard their potential outside of everyday life is the main advantage
through comedic game play to such an extent for teaching. “There is a class of games that games have over traditional teaching
that the morality of the message should only include an element of simulation ... that is methods. The user enjoys ‘playing’ while they
effect the user on an indirect level. This is an increasingly viewed as having educational are subconsciously learning, and later in real
informed decision that came from research potential (e.g., Mitchell & Savill-Smith, 2004: situations the user is able to reflect upon the
on the benefits of reflective learning. p. 20). choices they make in the virtual environment.
6
7. Facebook application for conflict sharing. Facebook application for your character profile. Framework for evaluating educational games.
Due to the research gathered on game the table. The concept of the site is based The Psychologist in a Box application, creates
play it was essential that existing games on actually trying to solve the problems in a user personality based on user’s answers
were analyzed to find how they might be a mock democracy, a massive undertaking. to a series of questions. The program is
improved. Real Verdict, is a web site that However the site’s low traffic and lack of designed to evaluate and display your overall
uses the Facebook interface to advertise, the serious articles suggest that people may not personality type and mirrors a significant
application itself is a web site link. On the be willing to share actual conflicts, and the portion of our elements. However the
site users with a dispute introduce conflicts anonymity of the interaction seems to create application uses a survey based system to
to a virtual legal system comprised of their a lack of serious responses in many cases. evaluate the user’s profile types and does not
peers; or in this case, the site’s other users. Essentially the concept of the site boils allow them to see how their behaviors affect
Though this to a degree allows individuals down to a medium for arguing and though it others nor does it give an idea of where its
to have mediation from a third party, the gives voices to both sides, it does not claim estimation comes from. This sort of gaming
site’s confrontational style of pitting the two to resolve the conflicts, merely produce an experience is not interactive and certainly
sides against each other, in many ways only outlet for fun. not immersing, so from the framework for
expands the scope of conflicts brought to evaluating games there is a small likelihood
that it would have educational merits.
7
8. Game Dynamics &
Components
Diagram shows an overview of how to solve the puzzle.
Game play
The game play of MadFlatter is in the environment that become modifiable after The players interaction with the environment
style of a 1st person adventure game, a completing the conversation successfully. is primarily click and click and drag allowing
genre which pits players against interactive This method keeps a conflict and character the player to explore and interact with
environments and puzzles that advance a interaction central to the game play, but does objects and make choices in an interactive
story line. This style of game does not have not make the entertainment value solely manner. This form of interaction is both highly
a scoring system, but rather rewards players dependant upon it. It also supports dialogue enjoyable and easy to learn. Allowing novice
by challenging them to unlock items in the that deals with elements in an environment gamer’s the chance to enjoy the game.
environment. MadFlatter environments that can be altered, appropriate because
consist of two puzzles which coincide but shared space conflicts are typically central Since this style of game eventually reaches
must be solved in a specific order. The to an item in that space. The first person an endpoint, the end reward of the game is
first puzzle is an interaction between the style also places the character directly into the player receiving a ‘key to their flat mates’
player and a character, central to a conflict the environment without using an avatar in heart’ indicating their completion of the
and consists almost entirely of dialogue. a hope to provide a sense of personalization puzzle. For now these keys behave as merely
The second puzzle is with objects in the and accountability to the game play. a reward item but offer future potential to
unlock additional content.
8
9. Environments Puzzles
The environments that were chosen are absurd environment and puzzle or the entire The environments also contain interactive
the shared spaces in a flat. The kitchen, flat could host a puzzle with multiple rooms. elements that form puzzles. The game
bathroom, toilet, living room, laundry and Additionally, though the environments appear uses an inventory system, which effectively
so on, are where we most logically felt the more or less realistic at first glance, they do allows players to combine objects in the
game would produce identifiable scenarios. host unrealistic items to increase their appeal. environment when moving from one
However, these environments each have For example, the kitchen has a dwarf hiding viewpoint to another. Also a series of
several different potential conflicts within in the cupboard, a possum hiding under interactive objects within the environment
them, and have further potential to change the sink and a giant fly in the fridge. These can be dragged onto each other to combine
in scale and presentation. One environment fantasy items help provide the imaginative them. These puzzles rely on changes or
could have not only different objectives and comedic elements that hopefully make items gained from the conversation elements
but also different puzzle and game play interaction with the environment more but are still interactive before resolving the
altogether. Conflicts could occur within entertaining and reward users for exploring. conflict. In our example the player must
objects in the environment or combine finish the conversation to be able to see
environments together. For example, a the opossum under the sink, then solve an
refrigerator in the kitchen could contain an environment puzzle to get rid of it.
9
10. Personality Types and Scenarios
Shambolic Shane Benighted Bob Nasty Nicole Emo Emily Lonely Larry
Non - Conscientious Lacking Openess Non - Agreeable Neurotic Highly Introverted
The Big Five
Madflatter’s characters are based on ‘The Big By exaggerating these personality types in For example, an individual lacking openness,
Five’, personality types. Psychologists use the game’s characters, the player experiences characterized by stubbornness and insisting
these five factors to describe behaviors of the way in which these personality types that they know best, in our second scenario,
individuals as it relates to their personality. may interact or react to the user’s attempts wants to keep the television remote in a
Psychological studies looking at the to solve the conflict. The exaggeration also dinosaur mouth, an exaggeration of a solution
way these five dynamics of personality: makes the characters more recognizable likely to cause conflict. The player’s puzzle
neuroticism, openness, agreeability, and hopefully more assignable to user then revolves around the user retrieving
conscientiousness and extraversion, experiences. the remote from the dinosaur. This kind of
affect the way in which people approach humorous exaggeration allows for certain
conflicts, guided our scenario and character Characteristics of the big five were also aspects of the character’s personality and
development. considered in the creation of a likely scenario. their behavior to be focal in the puzzle.
Characters will stem conflict playing off of
traits of their personality.
10
11. Solution
unproductive highly unproductive
responses responses
avoidance aggressive
The diagram above is known as the ‘Slippery Slope’ Model.
Dialogue Development
Developing the conversations between the However, the slope model only encompasses player because this personality type was
player and the character requires a balance two types of responses: aggressive and shown to be unlikely to use competing as
of teaching and game play components. The avoiding. Our second model includes four a method of conflict resolution. (Citation
concept for the conversation was drafted total methods: competitive, accommodating, needed) Lastly, the dialogue was aimed at
from a combination of two conflict models. avoiding and collaborative, selected from poking fun at commonly found, yet generally
The first, the ‘slippery slope’ conflict model, studies that linked the big five personality ineffective techniques of addressing conflicts.
allows players to observe the effects of types to these four methods of conflict Hopefully including these examples in the
highly unproductive choices by steering the resolution. Personality types that intuitively game will cause the player to reflect on their
player into them. For example if a player seem linked, or were shown to be linked, uses or responses to these techniques in
shows a small amount of aggression toward to one of these methods, will respond their own real life situations or conflicts.
the character, the next set of responses will according to that behavioral connection. For
increase in aggression, thus forcing the player example, a conscientious-lacking individual All these components together combine to
down a path away from the solution. like Shambolic Shane will not respond make an entertaining interaction that models
competitively to competitive inputs by the conflict between you and the character.
11
12. Game Interaction
This storyboard details how the player would interact with the game in order to
solve the puzzle.
Madflatter
Madflatter
PLAY Pick your conflict
OPTIONS
CONTROLS
ABOUT
Shambolic Shane Benighted Bob Nasty Nicole Emo Emily Lonely Larry
QUIT The Kitchen TV Room Dinner Table Laundry Room Toliet
The Madflatter home page where the viewer enters the game The user is then shown the available conflicts they can play. Each
and is greeted with a range of options typical of games. This page conflict has a different character with a different personality type
allows the user to change their options, controls and to read about within a different environment. The personality types and their
the objectives of the game. Alternatively the user can just jump behaviorism have been chosen from our research (refer to page 9).
straight in and play the game. The scenarios and environments are based on typical households
and the issues that the majority can relate to.
12
13. You are in the kitchen and so is Shambolic Shane
The user is then placed in the virtual environment where they The user may find out from the dwarf in the cupboard that Shane
are free to interact with Shambolic Shane or any of the clickable does not converse easily when he is hungry, or they may stumble
items in the kitchen. Shane however has a behaviorism where he upon the pie in the fridge by accident. In any case, they will then
attempts to avoid speaking to the user. So the user must explore need to click on the pie in order to add it to their inventory. Once
the environment and try to figure out how to get Shane to interact the user leaves the fridge, they are able to drag the pie onto
with them. Shane and begin to interact with him.
13
14. O. K. I’ll do the dishes if you kill the possum
I would feel a lot safer if you killed the opossum Click and drag items around to try kill the possum...
O. K., after I take care of the opossum
you clean out the sink
While conversing with Shane the player is able to choose different Once the player has unlocked the mystery puzzle piece (the
dialogue paths with different responses coming from Shane. opossum) they must interact with the items around the kitchen
Ultimately the player needs to choose to collaborate in order to in order to try and kill the possum and solve the puzzle. In this
unlock the missing puzzle piece (the opossum) and to get Shane instance the extension cord has been dragged onto the toaster
to do the dishes so that the player can get his key. as the toaster is not plugged in. Then the toaster has been pulled
down to the possum in the hope of electrocuting it.
14
15. O. K. I’ll do the dishes if you kill the possum
The user is then placed in the virtual environment where they The user may find out from the dwarf in the cupboard that Shane
are free to interact with Shambolic Shane or any of the clickable does not converse easily when he is hungry, or they may stumble
items in the kitchen. Shane however has a behaviorism where he upon the pie in the fridge by accident. In any case, they will then
attempts to avoid speaking to the user. So the user must explore need to click on the pie in order to add it to their inventory. Once
the environment and try to figure out how to get Shane to interact the user leaves the fridge, they are able to drag the pie onto
with them. Shane and begin to interact with him.
15
16. Media
Creation
The implementation of our application will involve
the animations, user interface and functionality
being made in Macromedia Flash™. Adobe
Flash, or simply Flash, refers to both the Adobe
Flash Player, and to the Adobe Flash Professional
multimedia authoring program.
Adobe Flash Professional is used to create
content for the Adobe Engagement Platform
(such as web applications, games and movies,
and content for mobile phones and other
embedded devices). Flash is commonly used to
create animation, advertisements, various web-
page components, to integrate video into web
pages, and more recently, to develop rich Internet
applications.
Distribution
The flash files are embedded into Java script,
allowing us to host our application on social
networking sites such as Facebook, Bebo and
Myspace, as well as a stand alone game.
The game would be released in stages as a
serial on these social networking sites, but
the full version (including bonus stages and
characters) would also be available for purchase
for educational institutions and consumers alike. Diagram gives an overview of our production and distribution.
16
17. Strategy and Opportunity
Serial Releases
By releasing Madflatter as a serial game we Based on the three weeks taken for three people
are giving the users the opportunity to provide to develop one episode, the game would be
feedback that can help to develop better scenarios released on a monthly basis.
as well as giving them an opportunity to let the
developers know what they like about the game. Potential for Adoption
This is also highly beneficial for keeping up to date
with technology improvements. The subversive style of reflective learning this
game provides is one that could be adopted
Serial releases also maintain a high level of by designers for a wide array of different social
interest because of their fresh subject matter, conflicts. We wish to continue to develop this
whether it be political or social. Because this game from a prototype into a full serial if we gain
game has such potential for universal appeal, it is the appropriate demand and backing. However it
important that there is room for the game to grow is likely that this form of game will continue to be
to the point that it can become an iconic learning made for teaching purposes and we hope that our
tool world-wide. A comparison to the television game may be called upon as a valuable example
show The Simpsons would be an apt parallel to of subversive learning.
the way this may occur. The subversive morality
of their messages is disguised by humour that Educational Institutes
is common the world over, making it a piece of
popular culture that has come to be studied for Madflatter would also be a highly valuable learning
what lessons it teaches us. tool for people from 14 to 17 years of age. This is
due to the fact that these people are only a few
years away from coming into some social conflicts
with their peers. They are probably already having
inter-personal conflicts at home with their family’s
as well, giving them an immediate resonance with
the game. The games wit and absurdity should
also appeal to this demographic.
The Simpsons televised comedy serial .
17
18. References
Travers, Chris. “about us. realverdict.com. 19 Aug 2008. Radeon LLC. 19 Aug 2008
”
“Give Yourself Goosebumps. Wikipedia, The Free Encyclopedia. 14 Aug 2008, 06:19 UTC. 19 Aug 2008
”
<http://en.wikipedia.org/w/index.php?title=Give_Yourself_Goosebumps&oldid=231851907>.
“Facebook. Wikipedia, The Free Encyclopedia. 17 Aug 2008, 11:23 UTC. 19 Aug 2008
”
<http://en.wikipedia.org/w/index.php?title=Facebook&oldid=232475355>.
“Zork. Wikipedia, The Free Encyclopedia. 8 Aug 2008, 22:29 UTC. 19 Aug 2008
”
<http://en.wikipedia.org/w/index.php?title=Zork&oldid=230703744>
Roomster, “About Roomster. Roomster.com. 18 Aug 2008. Roomster Incorporated . 19 Aug 2008
”
<www.roomster.net>
Squared, J “Facebook sticky notes application. Jsquared world. 4 July 2007 J Squared Media. 19 Aug 2008
” .
<http://jsquared.wordpress.com/2007/07/04/facebook-sticky-notes-app-passes-100000-users/>.
Facebook, “How to build an app. Facebook.com. 18 Aug 2008. Facebook. 19 Aug 2008
”
<http://www.facebook.com>
Sande, Ken. Peacemakeer. 3rd. Grand Rapids, MI: Baker Books, 2004.
18
19. Appendix
Agreeable Personality Type Puzzle
Living Room Environment objects:
White Board Dinosaur Remote Couch Television Prune Rug
Tina Character
I’m not getting It appears to be
near that It needs a remote a rug made of
What are you doing? Why is there a Nice dinosaur
dinosaur here? prunes
I’d like to change
Watching Thanks he’s a people the channel but I’d
We needed somewhere
exoflex900 eater also like to live
to keep the TV remote I don’t want to use
commericials
my burritos on that
What can you That seems like a Isn’t that dangerous Prune wrapped
tell me about the horrible solution burritos
exoflex900? Where can you get a Other Objects
Interesting, well can dinosaur these days? Old burrito kit
Why are you you get him to Under Couch (with meat)
Lava Lamp
watching that? change the channel?
How did you train Main Couch
What is that smell? him to do that? Not as long as he Turns on/off
isn’t upset
They aren’t ready to
I don’t want to watch cook yet Lava Lamp on
Explains its TradeMe
Well I don’t trust anyone this dumb show
awesome
with the remote Lava Lamp off
I don’t think he’ll eat
Because its on Nope but you’re welcome that yet
and I can’t change I wouldn’t do touch that I don’t think they’re already
to try
the channel if I were you markers make that would cooked
him upset (dino growls) do anything
I bought him trained
Oh you mean the
Prune Rug? That’s Dinosaur’s Bowl
the smell of healthy
digestion. That seems dangerous
Threaten to rub her down in seasoning
which she claims won’t work becuase the dinosaur looks like
won’t attack her dino’s food
Why not? bowl
So why don’t you Threaten to write angry note. Which she
claims would be bad because markers and notes Unguarded Cooked prune
do something Dinosaur Bowl wrapped burritos
else? make the dinosaur hungry, (dino growls)
Explains dinsaur has
been eating things Yeah well maybe we’ll deal with this later
and is now holding (Dinosaur eats you and she makes him spit you
Why do we have the remote back out) Environment objects
a prune rug?
You’re totally so so 1st person responses
Do you eat the (Earning the trust of Unagreeable
prunes? right, how blinded I’ve personality type) You reveal embarrsing secrets She orders Tina responses
been by television..ect such as bedwetting until she feels she can trust dinosaur to
sarcastic Animated Action
you with the remote give up remote
Inventory Item
Dinosaur accidentally swallows remote Puzzle Solved Remote and
It’s art deco during this animation dinosaur moves Heavy weight lines
Key are found in droppings indicate solution paths
away from his bowl leaving it unguarded
You could, but I’ve
been walking on them...
19
20. Environment Object non -conscientious Personality
He’s just grumpy
Dragable Object Environment Puzzle:
I live here because he hasn’t
Animated Action eaten in a while
1st Person Response
What are you What is wrong
Character Response doing in here? with Shane??
Name’s Limley
I’m not touching It’s an extension
those they look cord, dunno why Dings Hisses Who are you?
No Response dangerous its on the floor
Shane Character Refridgerator Dishes Extension Cord Toaster Kettle Dwarf Closet
Inside Fridge
No reason to do
that
Pie
Actions available before
conversation complete
Complete Conversation
(see map page 15)
Additional actions only
after conversation
Possum Closet Opens Possum Sink Bolt
Plugged in toaster
Water spils out
Electrocuted Wet Possum Puzzle Complete
Wet Possum
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21. 1st person responses non -conscientious Personality Yeah okay I’ll eat that, I would’ve
Conversation Elements: Handed a pie cooked for myself you know,
Shane responses
but the dishes are dirty
Animated Action
I’m looking for a key have What is that noise
Did you just eat that entire pie?
you seen one around?
A key? Yep dropped that
No you devoured it in the sink by accident
like sea monster Angry who? That my friend is the sound
Well I mean I got it out... under those dishes there
of a pissed off marsupial
ate some... but then I put it
back You accidentally dropped a Totally bro
Oh yeah oops
Whose dishes are they? Why are they bubbling?
key in the sink?
Did you know that
Yep or actually I might have Where is it coming
Mine, they’re mine there’s Freaking who knows whats in marsupial is latin for
I don’t think that’s Maybe that is what put it there, seemed like a from exactly?
Oh, I see some forks and plates in that freakin hell hole bro big ol’ pouch
quite exactly right happened good idea at the time.
there and I would sooo totally
do them if there wasn’t a Little critter is being ....Yeah I knew that
Oh yeah you’re right Yea bro you must
Yeah so can I get rightous little opossum held away from my
sorry I will so make have blacked out
another one? bogarting the soap under food under the sink
you another or something
the sink ya know?
Yeah I’m sure Wow! That’s crazy! Hmm, I see... Quite the problem hm..
Swear it to you bro That’s what I’m saying Totally Yeah no kidding
Whoa, Whoa settle down How about I write
with the anger bro I would you a note to remind Yes that is What if we created a win-win
so do them but I am not you to do them on a DEFINITELY environment of pro-active
You never do the I SO hear you
Yeah doing stuff authoritative looking the solution emotionally safe emotions??
dishes just man up getting near a opossum
is for sqizzares on that one piece of yellow sticky (sarcastic)
paper
Ha, you know the shane- I would feel totally safe with
miester has friends at all Yeah how could you Okay well attention! you if the opossum was gone
I bet you’d have more Exactly bro Okay well attention!
ends. Maybe you’d have do dishes when there is Newer rule! okay so!
friends if you did them can’t and won’t New rule! You must
more if you weren’t nag a opossum?? that rule, and its
central wash your dishes Okay, after I take care of the
immediately after creator must do my
opossum you clean out
using them to cook dishes on every
Why are you afraid Awesome bro the sink
Yo bro don’t judge I just Okay, fine, I’ll do em day ending in day
of opossums you wuss yeah totally
don’t really get down
with little critters Err well this just Hah that’s a deal.
haha uhh let’s talk Shane passes
Screen: Radioactive Good luck
about something else gas
dishwater has melted
the skin on your hands opossum cabinet opens
conversation element done
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