Games can be used as tools for science and society by modeling complex systems and dynamics. They allow exploration of possibilities through repetition and practice in safe environments. Different types of games develop different skills, from basic abilities to higher-order strategic and social intelligence. By representing ideas as interactive systems, games can help build understanding of topics from weapons development to military planning on various scales of analysis.
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.
The Psychology of the Player & Game Character Design and Representation by Sh...Sherry Jones
Dec. 6, 2015 - This presentation explores many psychological theories that can help us understand how players think, and how game characters should be designed.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...Sherry Jones
Nov. 23, 2015 - This presentation discusses various psychological theories employed in game design to induce player emotions and sense of immersion.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...Sherry Jones
November 19, 2015 - This is a presentation on creating Interactive Fiction (IF) works as initial prototypes for large scale games. This presentation is created for the Metagame Book Club - Track 1 - Games & Psychology track. The presentation includes the live webcast recording.
Also featured in this video is Ross Moreno, the Leader Writer for 4th Axis Games (indie game studio).
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
Games as Logic Machines: Learning the Humanities through the Logic and Parate...Sherry Jones
Jan. 8, 2016 - This is my keynote presentation on game studies and game-based learning in the humanities for CU Boulder's Spring 2016 Graduate Teacher Program Conference: "Teaching Narrative, Ludology, and Problem-Solving in the College Classroom."
Here is the transcript to my presentation:
https://medium.com/@autnes/transcript-games-as-logic-machines-learning-the-humanities-through-the-logic-and-paratextuality-fc604aa6046c#.n12hb28gk
Do decisions made in games have any ethical implications? After all, its just a game!
But are some things too terrible, too taboo, to represent in computer games?
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
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.
The Psychology of the Player & Game Character Design and Representation by Sh...Sherry Jones
Dec. 6, 2015 - This presentation explores many psychological theories that can help us understand how players think, and how game characters should be designed.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...Sherry Jones
Nov. 23, 2015 - This presentation discusses various psychological theories employed in game design to induce player emotions and sense of immersion.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...Sherry Jones
November 19, 2015 - This is a presentation on creating Interactive Fiction (IF) works as initial prototypes for large scale games. This presentation is created for the Metagame Book Club - Track 1 - Games & Psychology track. The presentation includes the live webcast recording.
Also featured in this video is Ross Moreno, the Leader Writer for 4th Axis Games (indie game studio).
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
Games as Logic Machines: Learning the Humanities through the Logic and Parate...Sherry Jones
Jan. 8, 2016 - This is my keynote presentation on game studies and game-based learning in the humanities for CU Boulder's Spring 2016 Graduate Teacher Program Conference: "Teaching Narrative, Ludology, and Problem-Solving in the College Classroom."
Here is the transcript to my presentation:
https://medium.com/@autnes/transcript-games-as-logic-machines-learning-the-humanities-through-the-logic-and-paratextuality-fc604aa6046c#.n12hb28gk
Do decisions made in games have any ethical implications? After all, its just a game!
But are some things too terrible, too taboo, to represent in computer games?
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
Games Workshop for the CTU Doctoral Symposium by Calongne 2014Cynthia Calongne
This games workshop introduces a variety of game genres, game design features and the tools used to play games. It examines live game streaming and a few of the games for change, including FoldIt and Re-Mission, and highlights from Jane McGonigal's research. The session closes with images from CTU student-designed games and notes a few references for additional information.
Ever wonder what it takes to put together a blockbuster 3D game? Wonder no more. In this talk, we’ll discuss game theory as it relates to today’s gaming industry, examine the essential components of a 3D game, and survey the roles and specialties involved in making a AAA title.
Games are fun, exciting and engaging but do they belong in the classroom? Can they actually be educational? There is evidence that students and trainees participating in simulation game learning experiences have higher declarative knowledge, procedural knowledge and retention of training material than those participating in more traditional learning experiences. But, what elements make games appropriate for learning and how can those elements be integrated into the classroom. In this webinar, Karl will share practical examples of how to apply game dynamics, or “gamification”, as part of your instructional tool kit helping you to engage students and create an active learning environment.
These slides were part of a talk I gave at GLITCH CONNECT 2017, a regional conference of game developers and enthusiasts hosted in Minneapolis, Minnesota.
SESSION SUMMARY
You know that games can help people learn. You’ve lived it. But when you tell instructors about your ideas for using games in learning spaces, you get blank stares. Why? Maybe it’s the lack of a shared language.
In this session, you’ll explore Bloom’s Cognitive Taxonomy, one of the most influential ideas in learning theory. Use the Taxonomy to examine a few well-known games, and practice talking about games using vocabulary that will resonate with educators and instructors.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Games Workshop for the CTU Doctoral Symposium by Calongne 2014Cynthia Calongne
This games workshop introduces a variety of game genres, game design features and the tools used to play games. It examines live game streaming and a few of the games for change, including FoldIt and Re-Mission, and highlights from Jane McGonigal's research. The session closes with images from CTU student-designed games and notes a few references for additional information.
Ever wonder what it takes to put together a blockbuster 3D game? Wonder no more. In this talk, we’ll discuss game theory as it relates to today’s gaming industry, examine the essential components of a 3D game, and survey the roles and specialties involved in making a AAA title.
Games are fun, exciting and engaging but do they belong in the classroom? Can they actually be educational? There is evidence that students and trainees participating in simulation game learning experiences have higher declarative knowledge, procedural knowledge and retention of training material than those participating in more traditional learning experiences. But, what elements make games appropriate for learning and how can those elements be integrated into the classroom. In this webinar, Karl will share practical examples of how to apply game dynamics, or “gamification”, as part of your instructional tool kit helping you to engage students and create an active learning environment.
These slides were part of a talk I gave at GLITCH CONNECT 2017, a regional conference of game developers and enthusiasts hosted in Minneapolis, Minnesota.
SESSION SUMMARY
You know that games can help people learn. You’ve lived it. But when you tell instructors about your ideas for using games in learning spaces, you get blank stares. Why? Maybe it’s the lack of a shared language.
In this session, you’ll explore Bloom’s Cognitive Taxonomy, one of the most influential ideas in learning theory. Use the Taxonomy to examine a few well-known games, and practice talking about games using vocabulary that will resonate with educators and instructors.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
6. Little Wars: a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books.
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11. General Problem Solving Realistic Abstract Minor Field Exercises Major Field Exercises Map Exercises Computer Simulations War Games Analytical Models Expensive Cheap
15. Repetition Practice Mastery Basic Skills Deconstruction Emergence Strategy Systemic Social Empathy Leadership Perception Awareness Filtering Subconscious Associative Intuition Holistic
16. Repetition Practice Mastery Basic Skills Deconstruction Emergence Strategy Systemic Social Empathy Leadership Perception Awareness Filtering Subconscious Associative Intuition Holistic
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18. PREFACE CHAPTER 1. INTRODUCTION Section I. BACKGROUND 1-1. NATURE OF LOW-INTENSITY CONFLICT 1-2. ENVIRONMENTAL CONSIDERATIONS 1-3. MILITARY ROLE IN LOW-INTENSITY CONFLICT Section II. IMPERATIVES 1-4. POLITICAL DOMINANCE 1-5. UNITY OF EFFORT 1-6. ADAPTABILITY 1-7. LEGITIMACY 1-8. PERSEVERANCE Section III. OPERATIONAL CATEGORIES 1-9. SUPPORT FOR INSURGENCY AND COUNTERINSURGENCY 1-10. COMBATTING TERRORISM 1-11. PEACEKEEPING OPERATIONS 1-12. PEACETIME CONTINGENCY OPERATIONS Section IV. LEADERSHIP CHALLENGES 1-13. FORCE PROTECTION 1-14. FORCE SUSTAINMENT 1-15. DISCIPLINE MAINTENANCE 1-16. FRATRICIDE PREVENTION CHAPTER 2. SUPPORT FOR INSURGENCY AND COUNTERINSURGENCY Section I. THE NATURE OF INSURGENCY 2-1. GOALS 2-2. ENVIRONMENT 2-3. CHARACTERISTICS 2-4. POPULAR AND LOGISTIC SUPPORT 2-5. GUERRILLA TACTICS 2-6. DEVELOPMENT PHASES Section II. BRIGADE AND BATTALION TASK FORCE IN COUNTERINSURGENCY 2-7. FOREIGN INTERNAL DEFENSE AUGMENTATION FORCE OPERATIONS 2-8. CONDUCT OF TACTICAL OPERATIONS 2-9. PLANNING 2-10. OPERATION PRINCIPLES 2-11. TASK ORGANIZATION Section III. OFFENSIVE OPERATIONS 2-12. PHASE I - LATENT AND INCIPIENT INSURGENCY 2-13. PHASE II - GUERRILLA WARFARE 2-14. PHASE III - WAR OF MOVEMENT
30. Light bulb Joke Schema Q: How many members of a particular demographic group does it take to change a light bulb? A: Some finite number. One to change the bulb, and the rest to act in a manner that reinforces the stereotype of that particular group.
40. TIME Success 10 sec. 10 min. 1 hr. 10 hrs. Failure Patterns in time
41. Marriage Children Success Friendship Romance Parties Family Objects House Efficiency Social - Friends Breakup Social Services Affair Military School Job/Skills Economy Happy Free Time Argument Insult Jealousy Fight Move Interact Demotion Lose Job Repo Man Electrocution Needs Pee Collapse Lonely Starve Basic Control Failure
60. Scott Diddams Timmy Physicist - National Institute of Standards and Technology (NIST) Toddler (3yrs.old) – Carolina Day School Quantum – Optical interactions Properties of magnetic interaction Comprehensive, Complex & Robust? Physics model Comprehensive World Model
69. Topologies Nouns Layers Propagation Cybernetics Growth System Dynamics Cellular Automata Grouping Chaos Theory Adaptive Systems Order Network Theory Allocation Mapping Specialization Nesting Networks Agents Dynamics Verbs Paradigms Grammar
70. Topology Propagation Cybernetics Growth System Dynamics Cellular Automata Grouping Chaos Theory Adaptive Systems Order Network Theory Allocation Mapping Specialization Nesting Layers Networks Agents relationships
73. Topology Propagation Cybernetics Growth System Dynamics Cellular Automata Grouping Chaos Theory Adaptive Systems Order Network Theory Allocation Mapping Specialization Nesting Layers Networks Agents
74. Layers Networks Propagation Cybernetics Growth System Dynamics Cellular Automata Grouping Chaos Theory Adaptive Systems Order Network Theory Allocation Mapping Specialization Nesting Agents Dynamics topology change through time
84. TIME 10 sec. 10 min. 1 hr. 10 hrs. Failure Success Patterns in time
85. Layers Networks Propagation Cybernetics Growth System Dynamics Cellular Automata Grouping Chaos Theory Adaptive Systems Order Network Theory Allocation Mapping Specialization Nesting Agents Dynamics topology change through time
86. Layers Networks Propagation Growth Cybernetics System Dynamics Grouping Cellular Automata Chaos Theory Order Adaptive Systems Network Theory Allocation Mapping Specialization Nesting Agents Paradigms Deconstruction - metamodeling
124. Topologies Layers Networks Propagation Growth Grouping Order Allocation Mapping Specialization Nesting Agents Cybernetics System Dynamics Dynamics Cellular Automata Chaos Theory Adaptive Systems Network Theory Paradigms Local Global Order Disorder Compete Cooperate emmergence
125. Repetition Practice Mastery Basic Skills Deconstruction Emergence Strategy Systemic Social Empathy Leadership Perception Awareness Filtering Subconscious Associative Intuition Holistic
184. weapons development combined forces objectives military campaign force development branch deployment strategic planning operational planning army tactical planning training division logistics tactics advanced skills company basic skills career development assignments duties Scale individual years months weeks days decades Time
185. weapons development Analytical Models combined forces objectives military campaign force development branch deployment Wargaming strategic planning operational planning army Strategy tactical planning training Group Exercises division Social logistics tactics Skills advanced skills Simulations company basic skills career development assignments Perception duties Scale individual years months weeks days decades Time
186. The Future is becoming less predictable 1700 1800 1900 2000 2100