Pink vs Blue: Game Design Battles (Game Design for Tweens). As delivered at GDC Europe 2011 by Kim Verbon & Peter Hofstede for Spil Games.
Differences in game design for children and gender and how to approach a huge untapped market.
This document discusses life as the largest MMORPG game we are all playing. At the beginning of the game, we are embedded with a matrix and acquire skill sets to start our roles. However, the game can be hacked by temptations like greed, fame, and fear that aim to stop us from finding happiness. Our true mission, discovered by only a few, is to make the earth a better place by supporting others, sharing positivity, loving the earth, and finding meaning in helping someone. We will all eventually reach the "Game Over" ending and take a rest before returning to keep playing the game of life on earth.
Who is Gaming in India and Why: Demystifying the Video Game LandscapeZatun
This document discusses video games in India. It begins by defining different types of gamers from casual to hardcore. It then outlines the popular gaming platforms in India which are mainly mobile phones, PCs for online/flash games, and some tablets. The bulk of gamers are aged 14-25 and come from major cities. Roughly 90% of kids age 8-14 play games online. Popular genres include music, sports, and action games. The document closes by suggesting ways for brands to connect with gamers through in-game ads, sponsored games, or integrating products within existing games.
This document provides 26 tips for making money from games in 26 minutes or less. Some key tips include focusing on acquiring, retaining, and monetizing players (ARM); making both free and paid content available to draw players along the revenue curve; using timed events to encourage return visits; and balancing free play with just enough friction to motivate some players to make purchases without ruining the experience for others. The overall message is that successful monetization requires attention to the full player lifecycle from acquisition to retention to monetization.
Best Fiends Design and Monetization AuditTony Gowland
An audit on the design & monetisation methods used in the mobile free to play (f2p) game Best Fiends.
Seriously is a company formed from a bit of a mobile gaming dream team. A couple of months ago when Best Fiends, their first game, had just released I predicted that although it's very polished & fun to play, it would not break in to the top 100 grossing. So I thought I should probably go back and check to see if my fortune telling skills need work or not.
Was I right? Find out!
Did you enjoy this audit? Find my design & monetization audit on Rovio's racing game Angry Birds Go! in the "More From User" links on the right of the browser window or here
http://slideshare.net/FreakyZoid/angry-birdsgo
Would you like your game to benefit from an audit by an experienced designer? Whether it's already on the marketplace, in or approaching soft launch, or even just an initial concept, every title can be improved with a fresh pair of eyes.
I can work to whatever level your game is ready for, from high level product scoping, to deep diving the numbers on a specific feature.
Email tony@ant-workshop.com
Designing Games for "the 43-year-old woman"Chris Trottier
The document discusses designing games for the average social gamer, identified as a 43-year-old woman. It outlines 10 "deal-breakers" and 11 "turn-ons" for this type of gamer based on the author's experience. The deal-breakers include things like rigid timing, strangers, and 3D camera navigation. The turn-ons include real-world value, helping with self-expression, reflecting real social networks, and providing satisfying core actions and simple pleasures. The author advocates designing games that are charming, beautiful, relaxing and rewarding rather than challenging in order to better engage accidental gamers.
Go back to college for a night with one of these drinking games. Beer pong, chandeliers, flip cup, kings... and many more. Use the templates below to find the perfect game or create your own.
This document discusses life as the largest MMORPG game we are all playing. At the beginning of the game, we are embedded with a matrix and acquire skill sets to start our roles. However, the game can be hacked by temptations like greed, fame, and fear that aim to stop us from finding happiness. Our true mission, discovered by only a few, is to make the earth a better place by supporting others, sharing positivity, loving the earth, and finding meaning in helping someone. We will all eventually reach the "Game Over" ending and take a rest before returning to keep playing the game of life on earth.
Who is Gaming in India and Why: Demystifying the Video Game LandscapeZatun
This document discusses video games in India. It begins by defining different types of gamers from casual to hardcore. It then outlines the popular gaming platforms in India which are mainly mobile phones, PCs for online/flash games, and some tablets. The bulk of gamers are aged 14-25 and come from major cities. Roughly 90% of kids age 8-14 play games online. Popular genres include music, sports, and action games. The document closes by suggesting ways for brands to connect with gamers through in-game ads, sponsored games, or integrating products within existing games.
This document provides 26 tips for making money from games in 26 minutes or less. Some key tips include focusing on acquiring, retaining, and monetizing players (ARM); making both free and paid content available to draw players along the revenue curve; using timed events to encourage return visits; and balancing free play with just enough friction to motivate some players to make purchases without ruining the experience for others. The overall message is that successful monetization requires attention to the full player lifecycle from acquisition to retention to monetization.
Best Fiends Design and Monetization AuditTony Gowland
An audit on the design & monetisation methods used in the mobile free to play (f2p) game Best Fiends.
Seriously is a company formed from a bit of a mobile gaming dream team. A couple of months ago when Best Fiends, their first game, had just released I predicted that although it's very polished & fun to play, it would not break in to the top 100 grossing. So I thought I should probably go back and check to see if my fortune telling skills need work or not.
Was I right? Find out!
Did you enjoy this audit? Find my design & monetization audit on Rovio's racing game Angry Birds Go! in the "More From User" links on the right of the browser window or here
http://slideshare.net/FreakyZoid/angry-birdsgo
Would you like your game to benefit from an audit by an experienced designer? Whether it's already on the marketplace, in or approaching soft launch, or even just an initial concept, every title can be improved with a fresh pair of eyes.
I can work to whatever level your game is ready for, from high level product scoping, to deep diving the numbers on a specific feature.
Email tony@ant-workshop.com
Designing Games for "the 43-year-old woman"Chris Trottier
The document discusses designing games for the average social gamer, identified as a 43-year-old woman. It outlines 10 "deal-breakers" and 11 "turn-ons" for this type of gamer based on the author's experience. The deal-breakers include things like rigid timing, strangers, and 3D camera navigation. The turn-ons include real-world value, helping with self-expression, reflecting real social networks, and providing satisfying core actions and simple pleasures. The author advocates designing games that are charming, beautiful, relaxing and rewarding rather than challenging in order to better engage accidental gamers.
Go back to college for a night with one of these drinking games. Beer pong, chandeliers, flip cup, kings... and many more. Use the templates below to find the perfect game or create your own.
The document discusses different types of games including World of Warcraft, Happy Farmland, and Killers of the Three Kingdoms. It describes key aspects of each game such as gameplay, communities formed, and reasons for their popularity and longevity. Research findings show the typical player demographics for each game and how long players tend to engage with the games.
Extended presentation offered to help promote video games in library/academic settings. Topics of the presentation include Rise of Video Games, Where video games are played, demographic of gamers, myths & facts with video games, educational aspects of video games, how to host a party/tournament, and advice on building a collection.
viewers are welcome to refer to this presentation but are asked to ask permission before use.
The Interpretation Of Videogames In The Mediaguest25e0a66
This document summarizes several articles that discuss how video games are portrayed in the media. Many of the articles cited use logical, emotional and ethical appeals to argue that video games can negatively influence children by exposing them to graphic violence or sexual content. However, the document also references articles that discuss positive uses of video games, such as for military training simulations or detecting medical conditions. In conclusion, it asserts that the media often criticizes video games without fully understanding them.
The document describes a football match between human players and a team of monsters. In the lead up to the game, the human players notice strange occurrences like groaning and noises coming from the pitch. During the match, the human players are chased and horrified by the monstrous opponents, including a zombie, werewolf, and demon. It seems the human team was overwhelmed by the supernatural abilities of the monster players.
Gamers Outreach Foundation uses video games to help improve people's lives in different ways. They provide gaming equipment and games to deployed troops through their Fun For Our Troops program to help with stress relief. They also donate go-karts to children in hospitals and plan to set up gaming centers in community centers to benefit more kids. The foundation accepts game donations to support these initiatives.
7 Situations Where You'll Need to Know About Wendover Resorts’ One ClubWendoverResorts
Wendover Resorts' One Club rewards program provides numerous benefits to its members. There are 7 key situations where knowledge of One Club is important: 1) When asked for the best casino club to join, 2) For earning free items while having fun in Salt Lake City, 3) For regular visitors to Wendover Resorts casinos, 4) For a rewards card that will actually be used, 5) For achieving "legend" status through points accumulation, 6) For being part of a large rewards program, 7) In the hypothetical scenario where a family is held hostage until joining the best casino club. Members can earn points and comp dollars for redemptions with One Club.
The document describes a skateboarding endless runner video game called OlliOlli. It has side-scrolling levels featuring tricks and grinds that must be perfectly landed. The gameplay focuses on combos and achieving five goals in each level. The soundtrack mixes modern psychedelia and urban beats. The game costs $12.99 and is available as a digital download on PlayStation Store, with plans for PC, Mac, and other console releases in summer 2014. Marketing involves release date trailers, YouTube videos, and word-of-mouth from fans and enthusiasts.
Play Mope.io game. Play Mopeio Unblocked on our fast Mopeio Private Server.
Mope.io Unblocked all about animal evolution, their food chain, their need for food and water
GlobalWon Plus is much more than the easiest Lucky Numbers Game in the world to win. It can seriously change your life.
GlobalWon Plus is the game where you get paid while you are winning. Win prizes, win when your friends win, and earn fantastic bonuses for building a community.
Visit www.GlobalWonPlusGame.com to try it for free with FreePlay, (no purchase necessary) and you could even win €10,000.
A brief review of who games, gaming statistics, myths & facts, plus information and tips on how to program a gaming event at your library.
Please email me for permission before using these slides.
Midnight Club 3: DUB Edition Remix is an open-world street racing game that allows players to customize and race exotic cars through simulated cities. Players start with $25,000 to purchase their first car and must race against other drivers to unlock new maps, car upgrades, and vehicles. The game is aimed at teenage audiences who enjoy car customization and becoming the best street racer.
The document discusses the pricing of Titanfall on different platforms. It notes that the Xbox One version is more expensive at £54.99 compared to the PC version at £44.99. However, buying a Xbox One bundle that includes Titanfall for £389.99 provides better value than buying them separately. The collectors edition of Titanfall for Xbox One priced at £249.99 includes extra items but may not be worth the high cost. The game is advertised through video trailers, bundles, exclusive controllers and promotions where internet providers offer it for free with service. Social media is also used to generate buzz about Titanfall.
The document describes a mobile app called Game Guide (GG) that aims to help new and casual gamers enjoy games more through helpful guides, tips, strategies, and reviews of popular games. The app will also include a search bar, categories, and video guides to make content easily accessible. A weekly podcast may also be added if the app gains popularity. The target demographic is gamers, especially new players, and the app is intended to increase enjoyment for newcomers and reduce stress and anger among experienced gamers. The app will cost 69 pence and 30% of profits will go to the charity Child's Play to benefit the gaming community.
According to a survey, over half of respondents play video, PC or online games with the average age being 33. Puzzle, card and board games make up 50% of sales while action, sports and role playing games account for 15% of sales. Most families believe games can be positive for children and over 90% of active families buy games, with the top reasons being for fun, engaging kids, and social interaction.
The document describes the condition of various Nintendo games and accessories for sale. It notes that the right LCD panel on one item is faint, and provides details on the condition of boxes, manuals, and games for mint condition Super Mario Bros, Mickey Mouse, and Oil Panic items. The Oil Panic item is described as being in very poor condition and included as an extra item.
This document contains disjointed passages about various topics including celebrity businessmen, cheating consequences, Spiderman climbing a building, game prices, driver's licenses, video games like The Elder Scrolls V, Disney towels, and a farm game. However, it does not provide a clear overall topic or summary.
The document summarizes a TED talk about how games reward the brain and ways that gaming principles can be applied elsewhere. It discusses how games use rewards, feedback, and uncertainty to keep players engaged. It argues that the same psychological lessons from gaming could be used to motivate people to spend more time solving real-world problems if the real world was more like an online game.
The document summarizes gaming demographics and trends. It finds that the average gamer is 31 years old, 59% of the UK population plays games, and gaming is popular across both genders and all age groups. It then explores what makes games fun, including overcoming challenges through skill development and learning. Finally, it discusses how games are maturing as a medium and may be used for social goals or alternate realities, and predicts further growth and convergence of gaming and reality.
Chris Trottier "Designing Games for the 43 year old Woman"Game Diversity
This presentation was done by (and is owned by) Chris Trottier, Zynga. It is being uploaded to continue / further the discussion of diversity and inclusion within the video game industry.
The document discusses different types of games including World of Warcraft, Happy Farmland, and Killers of the Three Kingdoms. It describes key aspects of each game such as gameplay, communities formed, and reasons for their popularity and longevity. Research findings show the typical player demographics for each game and how long players tend to engage with the games.
Extended presentation offered to help promote video games in library/academic settings. Topics of the presentation include Rise of Video Games, Where video games are played, demographic of gamers, myths & facts with video games, educational aspects of video games, how to host a party/tournament, and advice on building a collection.
viewers are welcome to refer to this presentation but are asked to ask permission before use.
The Interpretation Of Videogames In The Mediaguest25e0a66
This document summarizes several articles that discuss how video games are portrayed in the media. Many of the articles cited use logical, emotional and ethical appeals to argue that video games can negatively influence children by exposing them to graphic violence or sexual content. However, the document also references articles that discuss positive uses of video games, such as for military training simulations or detecting medical conditions. In conclusion, it asserts that the media often criticizes video games without fully understanding them.
The document describes a football match between human players and a team of monsters. In the lead up to the game, the human players notice strange occurrences like groaning and noises coming from the pitch. During the match, the human players are chased and horrified by the monstrous opponents, including a zombie, werewolf, and demon. It seems the human team was overwhelmed by the supernatural abilities of the monster players.
Gamers Outreach Foundation uses video games to help improve people's lives in different ways. They provide gaming equipment and games to deployed troops through their Fun For Our Troops program to help with stress relief. They also donate go-karts to children in hospitals and plan to set up gaming centers in community centers to benefit more kids. The foundation accepts game donations to support these initiatives.
7 Situations Where You'll Need to Know About Wendover Resorts’ One ClubWendoverResorts
Wendover Resorts' One Club rewards program provides numerous benefits to its members. There are 7 key situations where knowledge of One Club is important: 1) When asked for the best casino club to join, 2) For earning free items while having fun in Salt Lake City, 3) For regular visitors to Wendover Resorts casinos, 4) For a rewards card that will actually be used, 5) For achieving "legend" status through points accumulation, 6) For being part of a large rewards program, 7) In the hypothetical scenario where a family is held hostage until joining the best casino club. Members can earn points and comp dollars for redemptions with One Club.
The document describes a skateboarding endless runner video game called OlliOlli. It has side-scrolling levels featuring tricks and grinds that must be perfectly landed. The gameplay focuses on combos and achieving five goals in each level. The soundtrack mixes modern psychedelia and urban beats. The game costs $12.99 and is available as a digital download on PlayStation Store, with plans for PC, Mac, and other console releases in summer 2014. Marketing involves release date trailers, YouTube videos, and word-of-mouth from fans and enthusiasts.
Play Mope.io game. Play Mopeio Unblocked on our fast Mopeio Private Server.
Mope.io Unblocked all about animal evolution, their food chain, their need for food and water
GlobalWon Plus is much more than the easiest Lucky Numbers Game in the world to win. It can seriously change your life.
GlobalWon Plus is the game where you get paid while you are winning. Win prizes, win when your friends win, and earn fantastic bonuses for building a community.
Visit www.GlobalWonPlusGame.com to try it for free with FreePlay, (no purchase necessary) and you could even win €10,000.
A brief review of who games, gaming statistics, myths & facts, plus information and tips on how to program a gaming event at your library.
Please email me for permission before using these slides.
Midnight Club 3: DUB Edition Remix is an open-world street racing game that allows players to customize and race exotic cars through simulated cities. Players start with $25,000 to purchase their first car and must race against other drivers to unlock new maps, car upgrades, and vehicles. The game is aimed at teenage audiences who enjoy car customization and becoming the best street racer.
The document discusses the pricing of Titanfall on different platforms. It notes that the Xbox One version is more expensive at £54.99 compared to the PC version at £44.99. However, buying a Xbox One bundle that includes Titanfall for £389.99 provides better value than buying them separately. The collectors edition of Titanfall for Xbox One priced at £249.99 includes extra items but may not be worth the high cost. The game is advertised through video trailers, bundles, exclusive controllers and promotions where internet providers offer it for free with service. Social media is also used to generate buzz about Titanfall.
The document describes a mobile app called Game Guide (GG) that aims to help new and casual gamers enjoy games more through helpful guides, tips, strategies, and reviews of popular games. The app will also include a search bar, categories, and video guides to make content easily accessible. A weekly podcast may also be added if the app gains popularity. The target demographic is gamers, especially new players, and the app is intended to increase enjoyment for newcomers and reduce stress and anger among experienced gamers. The app will cost 69 pence and 30% of profits will go to the charity Child's Play to benefit the gaming community.
According to a survey, over half of respondents play video, PC or online games with the average age being 33. Puzzle, card and board games make up 50% of sales while action, sports and role playing games account for 15% of sales. Most families believe games can be positive for children and over 90% of active families buy games, with the top reasons being for fun, engaging kids, and social interaction.
The document describes the condition of various Nintendo games and accessories for sale. It notes that the right LCD panel on one item is faint, and provides details on the condition of boxes, manuals, and games for mint condition Super Mario Bros, Mickey Mouse, and Oil Panic items. The Oil Panic item is described as being in very poor condition and included as an extra item.
This document contains disjointed passages about various topics including celebrity businessmen, cheating consequences, Spiderman climbing a building, game prices, driver's licenses, video games like The Elder Scrolls V, Disney towels, and a farm game. However, it does not provide a clear overall topic or summary.
The document summarizes a TED talk about how games reward the brain and ways that gaming principles can be applied elsewhere. It discusses how games use rewards, feedback, and uncertainty to keep players engaged. It argues that the same psychological lessons from gaming could be used to motivate people to spend more time solving real-world problems if the real world was more like an online game.
The document summarizes gaming demographics and trends. It finds that the average gamer is 31 years old, 59% of the UK population plays games, and gaming is popular across both genders and all age groups. It then explores what makes games fun, including overcoming challenges through skill development and learning. Finally, it discusses how games are maturing as a medium and may be used for social goals or alternate realities, and predicts further growth and convergence of gaming and reality.
Chris Trottier "Designing Games for the 43 year old Woman"Game Diversity
This presentation was done by (and is owned by) Chris Trottier, Zynga. It is being uploaded to continue / further the discussion of diversity and inclusion within the video game industry.
Designing Criminal Case for Retention and ViralityPretty Simple
Full presentation by Pretty Simple's co-founders Corentin Raux and Bastien Cazenave, on designing the virality and retention for the hit social game of investigation Criminal Case.
Launched in November 2012, Criminal Case went from 0 to 9 million players in just 6 months, and reached #2 most played game on Facebook by May 2013. Only 2% of all players came from ads, which means a staggering 98% of players discovered and played Criminal Case organically.
The popularity of Criminal Case rests in large part on the quality of the game itself, but though this presentation discusses our overall design choices briefly, how to design a good game is (way) beyond its scope. This presentation focuses on the key pillars of the success of Criminal Case: optimizing the first time user experience, designing virality and retention, and understanding their relationship. This presentation is supported by actual examples and numbers from Criminal Case.
Designing Criminal Case for Retention and ViralitySerge Versille
Full presentation by Pretty Simple's co-founders Corentin Raux and Bastien Cazenave, on designing the virality and retention for the hit social game of investigation Criminal Case.
Launched in November 2012, Criminal Case went from 0 to 9 million players in just 6 months, and reached #2 most played game on Facebook by May 2013. Only 2% of all players came from ads, which means a staggering 98% of players discovered and played Criminal Case organically.
The popularity of Criminal Case rests in large part on the quality of the game itself, but though this presentation discusses our overall design choices briefly, how to design a good game is (way) beyond its scope. This presentation focuses on the key pillars of the success of Criminal Case: optimizing the first time user experience, designing virality and retention, and understanding their relationship. This presentation is supported by actual examples and numbers from Criminal Case.
We are AisMobileApps, A Software development company the world’s leading Technology Services provider, specialized in Artificial Intelligence, Machine Learning, Data Science, Automation, Mobile Apps & Game Designing and Development. We have won many premier awards for pioneering game-changing ideas and products in the digital space. We create long-term values for our clients by identifying both risks and opportunities in the marketplace.
Let us address your short-term and long-term changes and long-term IT challenges and see your business emerge as a result. With 750+ mobile apps and games, 400+ top-notch web apps, 100+ successful IT projects, and a deep-rooted presence in New Delhi, Hyderabad, India and Chantilly, Dallas, USA, we are recognised as a game changer in the world’s IT landscape.
Find out what makes us the world’s leading Technology Services company for multiple platforms.
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AIS MOBILE APPS
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A presentation introducing students to the concept of Games and their importance in modern life. Non-technical, and suitable for use in a 'soft skills' module.
Not Another Leaderboard! Or How I Learned to Love GamificationKineoPacific
“Leaderboards, badges, agency” – these words are meaningless on their own. This presentation aims to give the “why” and “how” of using behavioural game theory in education, while avoiding psych jargon like “behavioural game theory”. By the end you’ll understand that humans make strange decisions. You’ll also walk away with a toolbox of questions and techniques to apply during design to improve what most learning wants to do anyway: change learner behaviour.
www.kineo.com
- The document discusses digital engagement and casual gaming, focusing on Free Ride Games (FRG) as a provider of online casual games. It profiles typical FRG users like Kathy, Edna, Megan, and Jill who enjoy playing FRG games.
- FRG has a large, loyal audience of over 2.1 million monthly unique visitors who are mostly women aged 35-54. Users spend on average 45 minutes per day playing FRG games.
- The document outlines FRG's advertising options for brands, which include game overlays, video ads, and banner ads. It provides an advertising package chart with placement details and pricing.
Micro Transaction, Gambling Features, And Virtual Currency In Chinese Online...Zhan Ye
The document discusses microtransactions, gambling features, and virtual currency in Chinese online games. It notes that over 80% of players do not pay, but the top 20% who do pay large amounts, generating significant revenue. Gambling features like "treasure boxes" that randomly provide rewards are discussed. They create an illusion of fairness and hope for poorer players, helping keep the whole player ecosystem engaged and the game feeling fresh.
Octalysis Gamification Workshop for AIG Japan (2015)Yu-kai Chou
This document summarizes Yu-kai Chou's gamification workshop for AIG Japan. It introduces Chou as a pioneer in gamification and discusses how games engage people through human-focused design rather than just mechanics. It explains that gamification requires understanding core human drives like achievement and social influence, not just applying points and badges. Gamification done right focuses on how users should feel rather than what mechanics to add.
Use the Freerice Model to make good learning games. Use existing games that are open source and convert them into an online format using the newest libraries using Javascript and AJAX.
Of the earnings from the ads, give a fixed percentage to charity. Let the user choose which charity to give the money to.
Ux Week the Future of UX is Play: The 4 Keys to Fun, Emotion, and User Engage...Nicole Lazzaro
UXWeek 2010
Nicole Lazzaro, XEODesign, Inc.
Visit the average workplace and if it were a zoo the humane society would protest! The environment and organizational principals fail to provide the basic mental furniture for workers to focus attention, motivate, collaborate, and to accomplish. No wonder so many struggle with getting things done. Likewise most user experiences fail by ignoring the same simple fact. Human's require emotions to decide.
Often ignored by usability, neuroscience now proves that emotion deeply connects decision making and performance. Emotions also coordinate the actions between people. The trick is that emotions and social experiences are emergent qualities that cannot be designed directly. Nicole brings this challenge to life in her workshop.
In this interactive XEOPlayShop we will cover how the choices in games craft player emotions to increase engagement. In addition to competition there are game mechanics that increase curiosity and others that create social bonding that makes team work possible. We will examine these 4 Keys to Fun plus new social mechanics from XEODesign’s research to see how successful social media and iPhone games offer more playful interfaces that increase engagement, loyalty, and viral distribution.
By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
Chasing Wonder and the Future of EngagementNicole Lazzaro
Wonder, one of the strongest emotions of game design, rivets player attention and unleashes powerful neurochemicals that facilitate learning. At the heart of every intellectual pursuit, at the root of nearly all engagement, wonder keeps players coming back. Wonder does not show up in A/B testing. Come learn the secret mechanics that make smartphone games like ANGRY BIRDS, DOODLE JUMP, and FRUIT NINJA best sellers. Be the first to create your own GAME plan for creating engagement by connecting Goals, Actions, Motivations, and Emotions. Games are more than points and badges. Emotions drive fun.
The document discusses using videogames in education and describes the author's experience playing and creating games. It provides background on the author's interest in games from a young age. He taught himself programming by playing games in arcades and on early home computers. Despite opposition from older generations, he continued developing his skills in game design and has now created games played by millions. The document advocates for using games in education and provides an example of planning an interactive fiction adventure game by mapping locations and encounters.
The document provides research on the target audience for a 2D pixel art game project. It analyzes existing popular pixel art games like Super Mario Bros, The Legend of Zelda: The Minish Cap, and Terraria. Common features identified among these games are simple but detailed graphics, bright colors, easy-to-read titles, and engaging storylines. The research also includes an analysis of questionnaires completed by potential audiences. Most respondents had experience with 2D pixel art games and enjoyed the genre of action-adventure combat games. They valued story highly but some also liked combat aspects. The project will aim to appeal to this broad audience by including an engaging story, combat elements, and a simple user interface.
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.
The document discusses research into gamers and gaming. It finds that over half of American adults and nearly all teens play games, and gaming is as popular a hobby as watching TV. The research also finds that gamers tend to be well-educated and that gaming can provide benefits like sharing knowledge, problem-solving, cooperation and developing new skills that are applied outside of games. Games are seen as important socially and culturally by many in the "gamer generation."
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 document provides background information about two graphic designers, Markus and Josh, who graduated from Algonquin College in 2015. It discusses their different educational backgrounds and how they realized they worked well together. It introduces them as "The Dream Team of 2015" and indicates they will provide graphic design services. The rest of the document appears to include examples of their work and rationales for advertising campaigns they created for various clients.
Similar to Pink vs Blue: Game Design Battles (Game Design for Tweens) (20)
Mindfulness Techniques Cultivating Calm in a Chaotic World.pptxelizabethella096
In today’s fast-paced world, stress and anxiety have become common companions for many. With constant connectivity and an unending stream of information, finding moments of peace can seem like an insurmountable challenge. However, mindfulness techniques offer a beacon of calm amidst the chaos, helping individuals to center themselves and find balance. These practices, rooted in ancient traditions and supported by modern science, are accessible to everyone and can profoundly impact mental and emotional well-being.
The advent of AI offers marketers unprecedented opportunities to craft personalized and engaging customer experiences, evolving customer engagements from one-sided conversations to interactive dialogues. By leveraging AI, companies can now engage in meaningful dialogues with customers, gaining deep insights into their preferences and delivering customized solutions.
Susan will present case studies illustrating AI's application in enhancing customer interactions across diverse sectors. She'll cover a range of AI tools, including chatbots, voice assistants, predictive analytics, and conversational marketing, demonstrating how these technologies can be woven into marketing strategies to foster personalized customer connections.
Participants will learn about the advantages and hurdles of integrating AI in marketing initiatives, along with actionable advice on starting this transformation. They will understand how AI can automate mundane tasks, refine customer data analysis, and offer personalized experiences on a large scale.
Attendees will come away with an understanding of AI's potential to redefine marketing, equipped with the knowledge and tactics to leverage AI in staying competitive. The talk aims to motivate professionals to adopt AI in enhancing their CX, driving greater customer engagement, loyalty, and business success.
janani Digital Marketer|Digital Marketing consultant|Marketing Promotion|Coim...janudm24
Myself Janani Digital marketing consultant located in coimbatore I offer all kinds of digital marketing services for your business requirements such as SEO SMO SMM SMO CAMPAIGNS content writing web design for all your business needs with affordable cost
Digital Marketing Services | Techvolt Software :
Digital Marketing is a latest method of Marketing techniques widely used across the Globe. Digital Marketing is an online marketing technique and methods used for all products and services through Search Engine and Social media advertisements. Previously the marketing techniques were used without using the internet via direct and indirect marketing strategies such as advertising through Telemarketing,Newspapers,Televisions,Posters etc.
List of Services offered in Digital Marketing |Techvolt Software :
Techvolt Software offers best Digital Marketing services for promoting your products and services through online platform on the below methods of Digital marketing
1. Search Engine Optimization (SEO)
2. Search Engine Marketing (SEM)
3. Social Media Optimization (SMO)
4. Social Media Marketing (SMM)
5. Campaigns
Importance | Need of Digital Marketing (Online Promotions) :
1. Quick Promotions through Online
2. Generation of More leads and Business Enquiries via Search Engine and Social Media Platform
3. Latest Technology development vs Business promotions
4. Creation of Social Branding
5. Promotion with less investment
Benefits Digital Marketing Services at Techvolt software :
1. Services offered with Affordable cost
2. Free Content writing
3. Free Dynamic Website design*
4. Best combo offers on website Hosting,design along with digital marketing services
5. Assured Lead Generation through Search Engine and Social Media
6. Online Maintenance Support
Free Website + Digital Marketing Services
Techvolt Software offers Free website design for all customer and clients who is availing the digital marketing services for a minimum period of 6 months.
With Regards
Janani Digital Marketer
Coimbatore,Tamilnadu.
The Good the Bad and The Ugly of Marketing MeasurementNapierPR
We explore how B2B marketers can impress the board by measuring their PR and marketing campaigns successfully, and explore 5 metrics that will get you promoted, and 3 that will get your fired.
We cover:
-Meaningless marketing metrics
-The difference between attribution and incrementality
-The importance of the customer journey
-Why you should care about prospects that are in market
-Measuring the unmeasurable
Unlock the secrets to creating a standout trade show booth with our comprehensive guide from Blue Atlas Marketing! This presentation is packed with essential tips and innovative strategies to ensure your booth attracts attention, engages visitors, and drives business success. Whether you're a seasoned exhibitor or a first-timer, these expert insights will help you maximize your impact and make a memorable impression in a crowded exhibition hall. Learn how to:
Design an eye-catching and inviting booth
Incorporate interactive elements that engage visitors
Use effective branding and visuals to reinforce your message
Plan your booth layout for maximum traffic flow
Implement technology to enhance the visitor experience
Create memorable experiences that leave a lasting impression
Transform your trade show presence with these proven tactics and ensure your booth stands out from the competition. Download the PDF now and start planning your next successful exhibit!
From Hope to Despair The Top 10 Reasons Businesses Ditch SEO Tactics.pptxBoston SEO Services
From Hope to Despair: The Top 10 Reasons Businesses Ditch SEO Tactics
Are you tired of seeing your business's online visibility plummet from hope to despair? When it comes to SEO tactics, many businesses find themselves grappling with challenges that lead them to abandon their strategies altogether. In a digital landscape that's constantly evolving, staying on top of SEO best practices is crucial to maintaining a competitive edge.
In this blog, we delve deep into the top 10 reasons why businesses ditch SEO tactics, uncovering the pain points that may resonate with you:
1. Algorithm Changes: The ever-changing algorithms can leave businesses feeling like they're chasing a moving target. Search engines like Google frequently update their algorithms to improve user experience and provide more relevant search results. However, these updates can significantly impact your website's visibility and ranking if you're not prepared.
2. Lack of Results: Investing time and resources without seeing tangible results can be disheartening. The absence of immediate results often leads businesses to lose faith in their SEO strategies. It's important to remember that SEO is a long-term game that requires patience and consistent effort.
3. Technical Challenges: From site speed issues to complex metadata implementation, technical hurdles can be daunting. Overcoming these challenges is crucial for SEO success, as technical issues can hinder your website's performance and user experience.
4. Keyword Competition: Fierce competition for top keywords can make it hard to rank effectively. Businesses often struggle to find the right balance between targeting high-traffic keywords and finding less competitive, niche keywords that can still drive significant traffic.
5. Lack of Understanding of SEO Basics: Many businesses dive into the complex world of SEO without fully grasping the fundamental principles. This lack of understanding can lead to several issues:
Keyword Awareness: Failing to recognize the importance of keyword research and targeting the right keywords in content.
On-Page Optimization: Ignorance regarding crucial on-page elements such as meta tags, headers, and content structure.
Technical SEO Best Practices: Overlooking essential aspects like site speed, mobile responsiveness, and crawlability.
Backlinks: Not understanding the value of high-quality backlinks from reputable sources.
Analytics: Failing to track and analyze data prevents businesses from optimizing their SEO efforts effectively.
6. Unrealistic Expectations and Timeframe: Entrepreneurs often fall prey to the allure of quick fixes and overnight success. Unrealistic expectations can overshadow the reality of the time and effort needed to see tangible results in the highly competitive digital landscape. SEO is a long-term strategy, and setting realistic goals is crucial for success.
#SEO #DigitalMarketing #BusinessGrowth #OnlineVisibility #SEOChallenges #BostonSEO
Breaking Silos To Break Bank: Shattering The Divide Between Search And SocialNavah Hopkins
At Mozcon 2024 I shared this deck on bridging the divide between search and social. We began by acknowledging that search-first marketers are used to different rules of engagement than social marketers. We also looked at how both channels treat creative, audiences, bidding/budgeting, and AI. We finished by going through how they can win together including UTM audits, harvesting comments from both to inform creative, and allowing for non-login forums to be part of your marketing strategy.
I themed this deck using Baldur's Gate 3 characters: Gale as Search and Astarion as Social
We will explore the transformative journey of American Bath Group as they transitioned from a traditional monolithic CMS to a dynamic, composable martech framework using Kontent.ai. Discover the strategic decisions, challenges, and key benefits realized through adopting a headless CMS approach. Learn how composable business models empower marketers with flexibility, speed, and integration capabilities, ultimately enhancing digital experiences and operational efficiency. This session is essential for marketers looking to understand the practical impacts and advantages of composable technology in today's digital landscape. Join us to gain valuable insights and actionable takeaways from a real-world implementation that redefines the boundaries of marketing technology.
Lily Ray - Optimize the Forest, Not the Trees: Move Beyond SEO Checklist - Mo...Amsive
Lily Ray, Vice President of SEO Strategy & Research at Amsive, explores optimizing strategies for sustainable growth and explores the impact of AI on the SEO landscape.
Unlock the secrets to enhancing your digital presence with our masterclass on mastering online visibility. Learn actionable strategies to boost your brand, optimize your social media, and leverage SEO. Transform your online footprint into a powerful tool for growth and engagement.
Key Takeaways:
1. Effective techniques to increase your brand's visibility across various online platforms.
2. Strategies for optimizing social media profiles and content to maximize reach and engagement.
3. Insights into leveraging SEO best practices to improve search engine rankings and drive organic traffic.
Empowering Influencers: The New Center of Brand-Consumer Dynamics
In the current market landscape, establishing genuine connections with consumers is crucial. This presentation, "Empowering Influencers: The New Center of Brand-Consumer Dynamics," explores how influencers have become pivotal in shaping brand-consumer relationships. We will examine the strategic use of influencers to create authentic, engaging narratives that resonate deeply with target audiences, driving success in the evolved purchase funnel.
The Strategic Impact of Storytelling in the Age of AI
In the grand tapestry of marketing, where algorithms analyze data and artificial intelligence predicts trends, one essential thread remains constant — the timeless art of storytelling. As we stand on the precipice of a new era driven by AI, join me in unraveling the narrative alchemy that transforms brands from mere entities into captivating tales that resonate across the digital landscape. In this exploration, we will discover how, in the face of advancing technology, the human touch of a well-crafted story becomes not just a marketing tool but the very essence that breathes life into brands and forges lasting connections with our audience.
Top Strategies for Building High-Quality Backlinks in 2024 PPT.pdf1Solutions Pvt. Ltd.
As we move into 2024, the methods for building high-quality backlinks continue to evolve, demanding more sophisticated and strategic approaches. This presentation aims to explore the latest trends and proven strategies for acquiring high-quality backlinks that can elevate your SEO efforts.
Visit:- https://www.1solutions.biz/link-building-packages/
Mastering Local SEO for Service Businesses in the AI Era"" is tailored specifically for local service providers like plumbers, dentists, and others seeking to dominate their local search landscape. This session delves into leveraging AI advancements to enhance your online visibility and search rankings through the Content Factory model, designed for creating high-impact, SEO-driven content. Discover the Dollar-a-Day advertising strategy, a cost-effective approach to boost your local SEO efforts and attract more customers with minimal investment. Gain practical insights on optimizing your online presence to meet the specific needs of local service seekers, ensuring your business not only appears but stands out in local searches. This concise, action-oriented workshop is your roadmap to navigating the complexities of digital marketing in the AI age, driving more leads, conversions, and ultimately, success for your local service business.
Key Takeaways:
Embrace AI for Local SEO: Learn to harness the power of AI technologies to optimize your website and content for local search. Understand the pivotal role AI plays in analyzing search trends and consumer behavior, enabling you to tailor your SEO strategies to meet the specific demands of your target local audience. Leverage the Content Factory Model: Discover the step-by-step process of creating SEO-optimized content at scale. This approach ensures a steady stream of high-quality content that engages local customers and boosts your search rankings. Get an action guide on implementing this model, complete with templates and scheduling strategies to maintain a consistent online presence. Maximize ROI with Dollar-a-Day Advertising: Dive into the cost-effective Dollar-a-Day advertising strategy that amplifies your visibility in local searches without breaking the bank. Learn how to strategically allocate your budget across platforms to target potential local customers effectively. The session includes an action guide on setting up, monitoring, and optimizing your ad campaigns to ensure maximum impact with minimal investment.
Build marketing products across the customer journey to grow your business and build a relationship with your customer. For example you can build graders, calculators, quizzes, recommendations, chatbots or AR apps. Things like Hubspot's free marketing grader, Moz's site analyzer, VenturePact's mobile app cost calculator, new york times's dialect quiz, Ikea's AR app, L'Oreal's AR app and Nike's fitness apps. All of these examples are free tools that help drive engagement with your brand, build an audience and generate leads for your core business by adding value to a customer during a micro-moment.
Key Takeaways:
Learn how to use specific GPTs to help you Learn how to build your own marketing tools
Generate marketing ideas for your business How to think through and use AI in marketing
How AI changes the marketing game
The digital marketing industry is changing faster than ever and those who don’t adapt with the times are losing market share. Where should marketers be focusing their efforts? What strategies are the experts seeing get the best results? Get up-to-speed with the latest industry insights, trends and predictions for the future in this panel discussion with some leading digital marketing experts.
6. Global network of social gaming platforms Targeted platforms for Teens, Girls and
Jeux.fr
Games.co.uk
Juegos.com
Jeu.fr
Ourgames.ru GirlsGoGames.com
Ojogos.com.br
Game.co.in
300 people in The Netherlands, China, Germany and the UK
Advertising and virtual items
Spelletjes.nl
Gioco.it
Gry.pl
Agame.com
Games.co.id
Family - free and easy
130M Unique visitors per month
7. Anonymous gaming portals
Social gaming platforms where users can
create an identity
Teens and Girls love to
interact, share, collect and compete
13. Production scale (internal and licensed)
+/- 500 people worked on published games
600+ games were developed the first half of the year
600M pageviews per month
Teens and Girls have a huge appetite for new games!
We’ve been trying to understand what they like for the last 4 years
14. Pink vs. Blue
Comparing some of our
best teens & girls games
15. Boys
Girls
38M UV’s per month
Age: 10-15
Competition
Extreme
Big
Racing
2D & 3D
Sports
War
Action
16. 36M UV’s per month
Boys
Girls
Age: 8-12
Dress-up
Creative
Caring
Visual
Animals
Cooking
17. Do you know them?
+/- 150 IP games a year
10 blockbusters
20% below expectations
29. Devilish Hairdresser
Girls also find it funny to be nasty, it’s not
all about pink
Taking control of your fears
Simple game mechanic: young audience
30. 7 million game plays
in 3 months
17 million game plays in
3 months
36. UGC
5+ million per game
20.000+ images a day
60+ fashion magazines each day!
Hardcore dress-up
10% owns it all!
Social & scarcity makes popular
$53.1
billion
Photo Bill Gates: Microsoft.com
37. Shopaholic Hawaii
New in dress-up: daily return reasons
Money management: important choices
Shopping! A real life activity!
48. cup How to unlock Cup reward
1 easy Directly playable at start of the game 250
1 normal Complete cup 1 on easy to unlock 1500
1 hard Complete cup 1 on normal to unlock 3000
2 easy Directly playable at start of the game 250
2 normal Complete cup 2 on easy to unlock 1500
2 hard Complete cup 2 on normal to unlock 3000
3 easy Directly playable at start of the game 250
3 normal Complete cup 3 on easy to unlock 1500
3 hard Complete cup 3 on normal to unlock 3000
4 easy Directly playable at start of the game 250
4 normal Complete cup 4 on easy to unlock 1500
4 hard Complete cup 4 on normal to unlock 3000
5 easy Complete cup 1 + 3 on easy to unlock 250
5 normal Complete cup 1 + 3 on normal to unlock 1500
5 hard Complete cup 1 + 3 on hard to unlock 3000
6 easy Complete cup 2 + 4 on easy to unlock 250
6 normal Complete cup 2 + 4 on normal to unlock 1500
6 hard Complete cup 2 + 4 on hard to unlock 3000
7 easy Complete cup 1 + 3 + 5 on easy to unlock 1500
7 normal Complete cup 1 + 3 + 5 on normal to unlock 2500
7 hard Complete cup 1 + 3 + 5 on hard to unlock 5000
8 easy Complete cup 2 + 4 + 6 on easy to unlock 1500
8 normal Complete cup 2 + 4 + 6 on normal to unlock 2500
8 hard Complete cup 2 + 4 + 6 on hard to unlock 5000
It’s big
50. Uphill Rush
Big and extreme
Colorful and realistic beats abstract and
stylized
Well executed clichés often beat geeky
masterpieces. Teens see a lot of things for
the first time.
54. Vanity
Insight:
“Women are their own favorite topic”
Conversation starter insight:
Self reflection
“The favorite conversation topic for women are their hopes and aspirations”
63. www.spilgames.com
Contact us
Peter Hofstede
Peter.Hofstede@spilgames.com
Kim Verbon
Kim.Verbon@spilgames.com
@spilgames Spil Games
@hofstede Peter Hofstede
@digimini Kim Verbon