This document discusses the concept of games and gamification. It provides objectives to dig into the idea of games, play a game, think, and transfer the experience to work. It is divided into four parts: an introduction to games, a demo round of a game, connecting the experience to work, and prizes and reflection. The game involves picking cards that represent cultures or opinions and having a conversation. The document suggests that games can be used to practice skills for life and work by incorporating elements of empowerment, social influence, and unpredictability. It provides several references on topics related to games, gamification, and applying game concepts to marketing.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
A #MW2013 workshop run by Sharna Jackson of Tate and Danny Birchall of Wellcome Trust. The workshop discusses how museums and galleries can create digital games and toys.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
A #MW2013 workshop run by Sharna Jackson of Tate and Danny Birchall of Wellcome Trust. The workshop discusses how museums and galleries can create digital games and toys.
It began as a 2 hr workshop,as a means to introduce students to game design practically & in quick time. The more i did these workshops, the more i realized that it not only allowed people to understand , but also apply design in a simple & easy manner.Every workshop ended with groups of participants coming up with small games, which an hour back was literally impossible. all that was needed, a few bits of paper, pen or pencil, dice & game bits and a whole lot of interaction, brainstorming, design thinking, creating game rules & testing playable game prototypes.
The realisation of having designed something as unthinkable as a game, with literally nothing & having enjoyed playing it with freinds all of this & more within 2 hours, is an unbeleivable expereince to have.
Almost every idea has already been there in some way in the past 40 years of video gaming history. How can we still create unique, memorable and enjoyable gaming experiences without copying and cloning each others? How much inspiration from other games is ok? What are gamers expecting and when does cloning actually start? What are the do’s and don’ts?
This lecture will give insights in the development and idea finding processes at FDG Entertainment with examples from our projects as well as games of other developers.
Be creative, be successful!
Club Of Amsterdam: Crossplatform & Social GamingEx Machina
Games have the potential to become the ultimate social objects of the digital age, including more people than ever before. But it takes more than just a highscore and a friends list to get there. This presentation will address some of the highlights (and challenges) facing the games and entertainment industries within the social media eco system. Key topics will be the rise and integration of new gaming platforms (web, mobile, broadcast/TV) and an introduction into social gaming (communities, multiplayer, social networks)
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
An initiative in designing a full-fledged completely equipped gaming center especially for the future generation based completely on virtual reality and 3d gaming. This sure would be the fate of the land about 10yrs from now on. Ever citizen rushing for the thirst of entertainment and technology.
It began as a 2 hr workshop,as a means to introduce students to game design practically & in quick time. The more i did these workshops, the more i realized that it not only allowed people to understand , but also apply design in a simple & easy manner.Every workshop ended with groups of participants coming up with small games, which an hour back was literally impossible. all that was needed, a few bits of paper, pen or pencil, dice & game bits and a whole lot of interaction, brainstorming, design thinking, creating game rules & testing playable game prototypes.
The realisation of having designed something as unthinkable as a game, with literally nothing & having enjoyed playing it with freinds all of this & more within 2 hours, is an unbeleivable expereince to have.
Almost every idea has already been there in some way in the past 40 years of video gaming history. How can we still create unique, memorable and enjoyable gaming experiences without copying and cloning each others? How much inspiration from other games is ok? What are gamers expecting and when does cloning actually start? What are the do’s and don’ts?
This lecture will give insights in the development and idea finding processes at FDG Entertainment with examples from our projects as well as games of other developers.
Be creative, be successful!
Club Of Amsterdam: Crossplatform & Social GamingEx Machina
Games have the potential to become the ultimate social objects of the digital age, including more people than ever before. But it takes more than just a highscore and a friends list to get there. This presentation will address some of the highlights (and challenges) facing the games and entertainment industries within the social media eco system. Key topics will be the rise and integration of new gaming platforms (web, mobile, broadcast/TV) and an introduction into social gaming (communities, multiplayer, social networks)
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
An initiative in designing a full-fledged completely equipped gaming center especially for the future generation based completely on virtual reality and 3d gaming. This sure would be the fate of the land about 10yrs from now on. Ever citizen rushing for the thirst of entertainment and technology.
Learning to Make Your Own Reality - IGDA Education Keynote 2009Jane McGonigal
What new kinds of games will we play in the future, and what key knowledge and skills will game developers need to invent them? Futurist and game designer Jane McGonigal argues that over the next decade, games will become a powerful interface for managing our real work, organizing society, and optimizing our real lives. Increasingly, she predicts, game developers will be charged with the task of making people happier, smarter, friendlier, greener, and healthier -- and hundreds of millions of new gamers will be playing together at home, at school, at work, and everywhere in between. The result? Game design and development expertise will become a sought-after talent in virtually every industry and field, from Fortune 500 companies to top government agencies. Indeed, the future is brighter for game developers than ever before. But making games that aim to improve our quality of life and to re-invent society as we know it will require a new set of design skills and content expertise beyond what we traditionally teach in game programs. In this keynote, you'll find out the top five design competencies (such as 'technology foresight' and the ability to generate and measure 'participation bandwidth') and the five most important subject areas (such as positive psychology and mass collaboration) for this new class of reality-changing game developers.
The key takeaway of this talk: We can live in any world we want but only if we teach the next generation of game developers what they need to know in order to imagine and make new and better realities.
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.
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
Oct. 23, 2015 - This presentation features The Perspective Game, a massively multiplayer online role playing card game (MMORPCG) that aims to provide players a fun, challenging, and immersive experience of critically examining current and emerging issues mentioned in national and international discourse. The game is created by the GetTheIssues Team, and advances the game-based learning method for adult learners/players. This presentation is for the 2015 Metro State University of Colorado Teaching and Learning with Technology Conference.
Sherry Jones is the game architecture designer of The Perspective Game. In this presentation, she defines what an epistemic game is, and illustrates how The Perspective Game is an epistemic game of which its design is driven by advanced academic theory and game design principles.
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.
There are varying price structures for this colorful and team building and conversational afternoon that teaches how the business model canvas can be expanded into learning how painters paint a canvas with the Principles of Design.
Video games have long been understood as an entertaining and popular medium, and recent work has suggested that at least part of their appeal rests in their ability to foster feelings of sociability and belonging with others. From this, we expected that following an episode of social ostracism, playing video games with other people would be an enjoyable experience due the game’s ability to restore one’s social needs. However, in a 2 (social inclusion vs. social ostracism) x 2 (choosing to play alone vs. co-playing) quasi-experimental design, individuals who were socially ostracized in a ball tossing game reported no deficit in their subsequent enjoyment of the video game- reporting above-average enjoyment - while individuals who were socially included reported significantly lower enjoyment when playing alone compare to all other conditions. These effects held, controlling for individual sex, trait need for belonging, video game self-efficacy, and individual performance at the game. These results ran counter to predictions regarding the socially restorative power of video games following a social ostracism episode, and offer insight into how social scenarios might foster expectations of entertainment media products.
Citation: Bowman, N. D., Kowert, R., & Cohen, E. (2014, November). When the ball stops, the fun stops too: The impact of social inclusion on video game enjoyment. Paper to be presented at the National Communication Association, Chicago.
"Short Tales from the Foundations Studio" FATE/CAA 2013Lori Kent
The visual materials from 11 participants at the FATE session during the 2013 College Art Association Conference. The "lesson plans" are in a separate PDF download at this site. Please contact instructors directly with questions or comments. Thank you.
A [Brief] History of [Digital] Future (revised)Lori Kent
Presentation for Goodby, Silverstein & Partners on the topics of "universals, originality/progress, and uncertainty." Examples from the visual arts are used.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
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.
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
2. JOHAN HUIZINGA (1938) HOMO LUDENS (MAN THE GAME PLAYER)
“...genuine, pure play is one of the main bases of
civilization.”
PLATO:
“You can discover more about a person in an hour of
play than in a year of conversation.”
3. OBJECTIVES:
TO DIG INTO THE IDEA OF GAME.
TO PLAY A GAME
TO THINK
TO TRANSFER THE EXPERIENCE TO WORK
30. Three people (only) are one
“team.”
WHITES are CULTURES
YELLOWS are OPINIONS
+! +!
!
=!
ROUND ONE:
CULTURES (W) pick one card to discuss. Keep it secret.
OPINIONS (Y) pick an interesting card.
Then all players reveal cards at the same time and begin a conversation.
Is there a winner? The OPINION decides.
!
34. Empowerment and Accomplishment
(through visual feedback)
Social Influence & Relatedness (through the growing
audience)
Unpredictability & Curiosity (through the mischief that
occurs to distract the players)
.
35.
36. Three people (only) are one
“team.”
WHITES are CULTURES
YELLOWS are OPINIONS
Reconfigure a new team.
+! +!
!
=!
ROUND TWO:
1. CULTURES (whites) pick the most difficult card in their stack. Hold.
2. All players reconfigure and two whites pick a new yellow.
3. OPINIONS (yellow) picks one random card.
4. CULTURES trades that difficult card with the other (W), an exchange.
5. OPINIONS begin the conversation.
6. OPINIONS pick another card to play in a few minutes.
7. OPINIONS pick who wins.
!
39. FOR FURTHER REVIEW
TED RADIO HOUR: “HOW DOES PLAY SHAPE OUR DEVELOPMENT”
http://www.npr.org/2015/03/27/395065944/how-does-play-shape-our-development
MARKETING GAMIFICATION THAT IS NOT JUST IN YOUR FACE. IT’S IN YOUR HEAD.
http://www.yukaichou.com/gamification-examples/top-10-marketing-gamification-cases-remember/
#.VhPqFcttPdt
WHY GAMES AND LEARNING? (THINK “ATTENTION” NOT LEARNING)
http://www.instituteofplay.org/about/context/why-games-learning/
4 DESIGN LESSONS FROM TINDER, THE WHITE HOT DATING APP
http://www.fastcodesign.com/1672215/4-design-lessons-from-tinder-the-white-hot-dating-app
A LIFE IN GAMES: THE GENIUS OF JOHN CONWAY
Http://www.Wired.Com/2015/09/life-games-playful-genius-john-conway/?
GAME CENTER NYU (LECTURE SERIES – ONE UPCOMING ON THE 30TH ANNIVERSARY OF
PLAYSTATION)
http://gamecenter.nyu.edu
40. SPECIFIC TO ADVERTISING AND MARKETING
http://mobilemarketingmagazine.com/infographic-gamified-
display-ads!
!
http://venturebeat.com/2014/10/24/turning-mobile-ads-into-
games-helps-them-perform-better/!
!
http://www.pennapowers.com/5-examples-of-gamification-
that-could-change-your-marketing-forever/!
!
http://adage.com/article/digital/gamification/233034/!