1. The document discusses research into gaming habits and social behaviors among 20 people aged 15-22 in several UK cities.
2. Scores and achievements in games convey a sense of performance and status that people compare and communicate with their peer groups.
3. Massively multiplayer online games in particular require collaboration and learning social norms within gaming communities in order to progress through the game. Deviating from these norms can create awkward social situations.
Game design elements could be used to improve policy outcomes related to health, environment, and civic participation. However, using games for policy-making promises both opportunities and challenges. It promises to design rule systems that holistically address behaviors and experiences rather than just outcomes. But it also risks unintended consequences from how participation is structured and power distributed, as well as gaming the system to resist unrealistic targets. Overall, game design applied to policy holds promise if issues around legitimacy, transparency, and system gaming are adequately addressed.
The document discusses the concept of gamification, which involves applying game design elements to non-game contexts to encourage desired user behaviors and engagement. It provides examples of gamification in marketing, health and fitness apps, loyalty programs, and more. However, it also notes criticisms of gamification, including that simply adding game-like elements does not ensure fun or engagement, and that gamification risks oversimplifying what makes games enjoyable.
The document summarizes a technical, tangible, and social game called "Picture the Impossible" created by RIT's Lab for Social Computing and the Rochester Democrat & Chronicle. The game encouraged community members to come together, learn about their city through games, support local charities, and imagine possibilities through location-based games and challenges. Despite challenges like funding, partnerships, and selling sponsorships, over 2,000 players participated, sharing photos, recipes, and local history facts. The game achieved its goals of learning, exploration, giving back, and socialization.
Gaming to the Throne: Using Games to Engage TouristsElizabeth Lawley
The document discusses games and gamification in the context of tourism. It provides examples of games that have been used to encourage tourism exploration, such as a scavenger hunt game in Rochester using text messaging clues. The document also discusses an augmented reality game called Ingress that gets players to explore cities by claiming portals located around the world. It notes that games can make destinations more interesting for tourists and get them exploring parts of cities off the beaten path.
This document discusses serious games and their purposes. It provides examples of serious games created by organizations in Canada for purposes like training, education, and addressing social issues. It also discusses theories about what makes games fun and how they can be used as learning tools. Experts are quoted discussing how games can teach us about systems and accelerate learning patterns through practice and permutations.
A talk given to my faculty colleagues at RIT Croatia to explain what I'm doing here and why. The slideshare interface doesn't show transitions, but you can download the deck to for those to work.
An overview about how games could change the way people interact with brands.
This added with case study and insight from advergames around the world.
And the last chapter is the introduction of Agate Studio, as the advergame developer.
The document provides an overview of networking and discusses five rules for effective networking: 1) Be useful, 2) Don't be boring, 3) Listen, 4) Ask questions, and 5) Don't make assumptions. It emphasizes making connections between diverse people, sharing useful information with others, listening without judgment, asking open-ended questions, and considering unlikely possibilities. The goal is to build broad networks through mutual exchange rather than one-sided interactions.
Game design elements could be used to improve policy outcomes related to health, environment, and civic participation. However, using games for policy-making promises both opportunities and challenges. It promises to design rule systems that holistically address behaviors and experiences rather than just outcomes. But it also risks unintended consequences from how participation is structured and power distributed, as well as gaming the system to resist unrealistic targets. Overall, game design applied to policy holds promise if issues around legitimacy, transparency, and system gaming are adequately addressed.
The document discusses the concept of gamification, which involves applying game design elements to non-game contexts to encourage desired user behaviors and engagement. It provides examples of gamification in marketing, health and fitness apps, loyalty programs, and more. However, it also notes criticisms of gamification, including that simply adding game-like elements does not ensure fun or engagement, and that gamification risks oversimplifying what makes games enjoyable.
The document summarizes a technical, tangible, and social game called "Picture the Impossible" created by RIT's Lab for Social Computing and the Rochester Democrat & Chronicle. The game encouraged community members to come together, learn about their city through games, support local charities, and imagine possibilities through location-based games and challenges. Despite challenges like funding, partnerships, and selling sponsorships, over 2,000 players participated, sharing photos, recipes, and local history facts. The game achieved its goals of learning, exploration, giving back, and socialization.
Gaming to the Throne: Using Games to Engage TouristsElizabeth Lawley
The document discusses games and gamification in the context of tourism. It provides examples of games that have been used to encourage tourism exploration, such as a scavenger hunt game in Rochester using text messaging clues. The document also discusses an augmented reality game called Ingress that gets players to explore cities by claiming portals located around the world. It notes that games can make destinations more interesting for tourists and get them exploring parts of cities off the beaten path.
This document discusses serious games and their purposes. It provides examples of serious games created by organizations in Canada for purposes like training, education, and addressing social issues. It also discusses theories about what makes games fun and how they can be used as learning tools. Experts are quoted discussing how games can teach us about systems and accelerate learning patterns through practice and permutations.
A talk given to my faculty colleagues at RIT Croatia to explain what I'm doing here and why. The slideshare interface doesn't show transitions, but you can download the deck to for those to work.
An overview about how games could change the way people interact with brands.
This added with case study and insight from advergames around the world.
And the last chapter is the introduction of Agate Studio, as the advergame developer.
The document provides an overview of networking and discusses five rules for effective networking: 1) Be useful, 2) Don't be boring, 3) Listen, 4) Ask questions, and 5) Don't make assumptions. It emphasizes making connections between diverse people, sharing useful information with others, listening without judgment, asking open-ended questions, and considering unlikely possibilities. The goal is to build broad networks through mutual exchange rather than one-sided interactions.
Produsage within games and it’s potential futureJAKESINAR2011
The document discusses how advances in gaming technology could blur the lines between virtual and real identities and worlds. It explores how games increasingly allow customization of avatars, environments, and social networks. This level of control and anonymity online may lead players to confuse or prefer their virtual lives. While gaming offers new freedoms, overreliance on virtual worlds could damage perceptions of reality and increase addiction issues. The future of fully immersive technologies like virtual and augmented reality may make distinguishing the digital and real even harder.
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.
Why Second Life Can't Tip: The Power and Perils of Living La Vida LudicGlobal Kids
The following is the powerpoint from Barry Joseph's keynote at the SLEDcc 2008 Second Life educator's convention. Barry write that: "In it I introduce a term I have coined, "the ludic life," and discuss its implications for Second Life and learning. In short, Eric Zimmerman, the game designer, has recently been making the argument that we have entered "a ludic century." We once moved from an industrial age to an information age. However, we are now interacting with that information in a way Zimmerman finds best described as ludic, which is not to say everything is becoming a game but rather game/play dynamics, aesthetics and sensibilities will increasingly define our social interactions.
"While Zimmerman uses Wikipedia as his example, I am looking to articulate that Second Life is a better example and, more importantly, the way in which SL allows users to combine their real life identities and practices within a ludic context not only makes it a powerful space for teaching people how to live a ludic life, but it also becomes the key defining characteristic of the Second Life experience. The ramifications are tremendous and will be explored, both at the keynote and within this group."
It is highly recommended to not just view the images but download and view with full notes. It's rather dense.
In fact, the full recommendation is to go to http://www.rezed.org/group/ludiclife to watch the powerpoint while listening to the presentation audio or watching the video.
Enjoy.
1. The document discusses pervasive games, which blur the lines between games and real life by deploying digital content into everyday spaces and activities.
2. Examples are provided of successful alternate reality games (ARGs) like The Beast and I Love Bees that engaged thousands of players by hiding puzzles across websites and real world locations.
3. Both grassroots and commercial ARGs are discussed, noting the importance of community collaboration, dynamic storytelling, and managing player expectations.
1) Video games have historically underrepresented women and minorities in both character representations and marketing. Female characters have often been limited to tropes like the damsel in distress.
2) More recent games have provided more options for customizing avatars and their race/gender, but stereotypes still persist in both character designs and player interactions. For example, most black male characters are athletes.
3) Massively multiplayer online role-playing games in particular can reinforce real-world biases through the social interactions between globally connected players. Representations in games both shape and reflect societal views.
This document provides an overview of Playdius' lineup at Gamescom 2017. Playdius recently renamed its publishing branch and acquired The Sidekicks game label. At Gamescom, the merged Playdius and Sidekicks teams will introduce a diverse lineup of upcoming PC, console and mobile games ranging from visually impressive titles like Away and Edge of Eternity to narrative mobile games. Playdius will use Gamescom to announce new partnerships and 2018/beyond games. With the merger, Playdius' lineup has grown and starting in 2018 they will focus on releasing 5-7 high quality handpicked games per year exploring unexpected gaming experiences.
This document discusses factors that contribute to gaming enjoyment through three key concepts: safe action, embarrassment, and autonomy. Safe action in games is achieved through features that establish negotiated consequences and collective enforcement of in-game commitments. Embarrassment is reduced in gaming contexts by social framing that normalizes behavior and shields players from disapproving observers. Autonomy in gaming emerges from a relaxed field free from pressures where players have license to configure gameplay and minimize consequences according to their preferences and values.
From Storytelling to Story-playing
Intertextuality and Contexts of Production in Game Adaptation
This paper proposal is based on a study of game production in the context of cross-media strategies, and follows the adaptation journey of the Muddle Earth IP from a children’s book, into a BBC TV series, and finally into a game.
The research looks at the text and its production, drawing on empirical data from game-playing, interviews with producers and the analysis of design and production documents.
Game adaptations of narratives from other media are based not just hypertextually on their source texts, but also intertextually on other games and games conventions. Besides textual influences, game adaptations are also strongly shaped by ‘extratextual’ conditions of production (budgets, technology, editorial guidelines), all of which influence the ways in which game adaptations translate existing narratives.
The paper explores how storytelling devices in games both remediate older forms of media, but also create new ways of telling (or playing) stories. In this process, different source narrative elements are reused, enhanced or discarded – and mixed with ludic elements – through decisions shaped by commercial, editorial and other criteria, which ultimately define the final game text.
Steering away from outdated notions of ‘fidelity’ in adaptation studies, the paper proposes the concept of ‘brand consistency’ as an essential requirement of cross-media strategies, to achieve seamless audience experiences and maximize IP audiences across media.
The theoretical framework is derived from game studies, adaptation studies, intertextuality theory, narrative theory, and political economy.
Gamification 101 - Why games are becoming a key marketing toolCrayon
Gamification is a marketing technique that uses game mechanics and structures to engage customers and influence their behaviors. It takes advantage of people's natural tendency to engage with games. Common game elements used in gamification include levels, points, rewards, and challenges to motivate behaviors like shopping more, completing surveys, or visiting websites more frequently. Effective gamification follows the four M's of game design: mystery, mastery, membership, and meaning to create engaging experiences for customers.
The document discusses how games use conditioning principles to influence player behavior. It explains that reinforcement and punishment are two tools used in operant conditioning that can encourage or discourage certain actions. Games provide rewards to reinforce behaviors and punish players through consequences like withering crops if actions aren't taken in time. These conditioning methods aim to get players engaged and returning day after day through techniques like social elements, levels, unlockable items, and dopamine release from anticipating and achieving rewards. The document argues that games blur the lines between fiction and reality and effectively condition players using stimuli and responses.
The document discusses the history and types of cell phone games, including casual games, massive multiplayer online games (MMOGs), alternate reality games (ARGs), and community games. It provides examples like Snake, the N-Gage, I Love Bees, and The Go Game. The document also compares ARGs to MMOGs, noting differences in boundaries, gameplay, and how the cell phone is used. Issues around redefining work, leisure, and identity with these new types of mobile games are also mentioned.
Cell phone games have evolved since 1997. Casual games are intended for casual gamers and have low barriers to entry, short play times, and forgiving gameplay. Massive multiplayer online games (MMOGs) support hundreds of players in a persistent world where players create content. Alternate reality games (ARGs) weave narratives into the real world through multiple media to create interactive games. Community games focus on building communities through and around the game.
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
El documento describe una reunión de amigos de la promoción de 1980 que volvieron a tener 23 años de edad y revivieron viejas anécdotas. Menciona que hubo "magia" que les permitió retroceder el tiempo, y aunque se rompió la magia, aprendieron que cuando uno da, se le devuelve con creces.
Uma equipe do Colégio Estadual Benedito Brás convidou as mães para uma festa de Dia das Mães no dia 02/05/08 às 19h para prestar uma homenagem antecipada às mães.
Data strategies - Drupal Decision Makers trainingscorlosquet
This document discusses data strategies in Drupal, including using structured data like Schema.org to enhance search engine results. It explains how to describe content types and their properties to help machines understand web pages. The document also introduces RDF extensions that allow Drupal to expose structured data through formats like RDF, JSON-LD and SPARQL to integrate with the semantic web.
Refresh Dublin: a pragmatic approach to mobileLar Veale
This document discusses the growing importance and usage of mobile devices. It notes that by 2015, more internet users will access the internet through mobile devices rather than desktop computers. It also shows data on the rising transaction volume through PayPal on mobile. The document advocates for having a responsive website that works well on both desktop and mobile, and testing your site on mobile to ensure a good user experience regardless of device. It suggests starting simply by focusing on quick results and usability, rather than overhauling a site.
This document discusses integrating RDF and semantic web technologies with the Drupal content management system. It provides an overview of Drupal, describes how its data model of content types and fields can be mapped to RDF classes and properties, and details an experiment exposing Drupal data in RDF format. It notes that Drupal 7 will natively support RDFa and help expose more linked data on the web through its large user base of over 227,000 sites.
Business Openers supports organizations to achieve sustainable success through unique brand positioning strategies. They strive to create market opportunities and realize business growth using the brand as a compass. Internal branding is important as it provides direction to the internal organization to fulfill promises to customers and gives marketers a compass for strategic direction. Strong brands have a clear and relevant positioning that is authentic and consistently lived through the organization.
This short document discusses a slideshow of fabulous photos. It mentions an automatic slide show feature and ends by thanking the viewer for watching.
Produsage within games and it’s potential futureJAKESINAR2011
The document discusses how advances in gaming technology could blur the lines between virtual and real identities and worlds. It explores how games increasingly allow customization of avatars, environments, and social networks. This level of control and anonymity online may lead players to confuse or prefer their virtual lives. While gaming offers new freedoms, overreliance on virtual worlds could damage perceptions of reality and increase addiction issues. The future of fully immersive technologies like virtual and augmented reality may make distinguishing the digital and real even harder.
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.
Why Second Life Can't Tip: The Power and Perils of Living La Vida LudicGlobal Kids
The following is the powerpoint from Barry Joseph's keynote at the SLEDcc 2008 Second Life educator's convention. Barry write that: "In it I introduce a term I have coined, "the ludic life," and discuss its implications for Second Life and learning. In short, Eric Zimmerman, the game designer, has recently been making the argument that we have entered "a ludic century." We once moved from an industrial age to an information age. However, we are now interacting with that information in a way Zimmerman finds best described as ludic, which is not to say everything is becoming a game but rather game/play dynamics, aesthetics and sensibilities will increasingly define our social interactions.
"While Zimmerman uses Wikipedia as his example, I am looking to articulate that Second Life is a better example and, more importantly, the way in which SL allows users to combine their real life identities and practices within a ludic context not only makes it a powerful space for teaching people how to live a ludic life, but it also becomes the key defining characteristic of the Second Life experience. The ramifications are tremendous and will be explored, both at the keynote and within this group."
It is highly recommended to not just view the images but download and view with full notes. It's rather dense.
In fact, the full recommendation is to go to http://www.rezed.org/group/ludiclife to watch the powerpoint while listening to the presentation audio or watching the video.
Enjoy.
1. The document discusses pervasive games, which blur the lines between games and real life by deploying digital content into everyday spaces and activities.
2. Examples are provided of successful alternate reality games (ARGs) like The Beast and I Love Bees that engaged thousands of players by hiding puzzles across websites and real world locations.
3. Both grassroots and commercial ARGs are discussed, noting the importance of community collaboration, dynamic storytelling, and managing player expectations.
1) Video games have historically underrepresented women and minorities in both character representations and marketing. Female characters have often been limited to tropes like the damsel in distress.
2) More recent games have provided more options for customizing avatars and their race/gender, but stereotypes still persist in both character designs and player interactions. For example, most black male characters are athletes.
3) Massively multiplayer online role-playing games in particular can reinforce real-world biases through the social interactions between globally connected players. Representations in games both shape and reflect societal views.
This document provides an overview of Playdius' lineup at Gamescom 2017. Playdius recently renamed its publishing branch and acquired The Sidekicks game label. At Gamescom, the merged Playdius and Sidekicks teams will introduce a diverse lineup of upcoming PC, console and mobile games ranging from visually impressive titles like Away and Edge of Eternity to narrative mobile games. Playdius will use Gamescom to announce new partnerships and 2018/beyond games. With the merger, Playdius' lineup has grown and starting in 2018 they will focus on releasing 5-7 high quality handpicked games per year exploring unexpected gaming experiences.
This document discusses factors that contribute to gaming enjoyment through three key concepts: safe action, embarrassment, and autonomy. Safe action in games is achieved through features that establish negotiated consequences and collective enforcement of in-game commitments. Embarrassment is reduced in gaming contexts by social framing that normalizes behavior and shields players from disapproving observers. Autonomy in gaming emerges from a relaxed field free from pressures where players have license to configure gameplay and minimize consequences according to their preferences and values.
From Storytelling to Story-playing
Intertextuality and Contexts of Production in Game Adaptation
This paper proposal is based on a study of game production in the context of cross-media strategies, and follows the adaptation journey of the Muddle Earth IP from a children’s book, into a BBC TV series, and finally into a game.
The research looks at the text and its production, drawing on empirical data from game-playing, interviews with producers and the analysis of design and production documents.
Game adaptations of narratives from other media are based not just hypertextually on their source texts, but also intertextually on other games and games conventions. Besides textual influences, game adaptations are also strongly shaped by ‘extratextual’ conditions of production (budgets, technology, editorial guidelines), all of which influence the ways in which game adaptations translate existing narratives.
The paper explores how storytelling devices in games both remediate older forms of media, but also create new ways of telling (or playing) stories. In this process, different source narrative elements are reused, enhanced or discarded – and mixed with ludic elements – through decisions shaped by commercial, editorial and other criteria, which ultimately define the final game text.
Steering away from outdated notions of ‘fidelity’ in adaptation studies, the paper proposes the concept of ‘brand consistency’ as an essential requirement of cross-media strategies, to achieve seamless audience experiences and maximize IP audiences across media.
The theoretical framework is derived from game studies, adaptation studies, intertextuality theory, narrative theory, and political economy.
Gamification 101 - Why games are becoming a key marketing toolCrayon
Gamification is a marketing technique that uses game mechanics and structures to engage customers and influence their behaviors. It takes advantage of people's natural tendency to engage with games. Common game elements used in gamification include levels, points, rewards, and challenges to motivate behaviors like shopping more, completing surveys, or visiting websites more frequently. Effective gamification follows the four M's of game design: mystery, mastery, membership, and meaning to create engaging experiences for customers.
The document discusses how games use conditioning principles to influence player behavior. It explains that reinforcement and punishment are two tools used in operant conditioning that can encourage or discourage certain actions. Games provide rewards to reinforce behaviors and punish players through consequences like withering crops if actions aren't taken in time. These conditioning methods aim to get players engaged and returning day after day through techniques like social elements, levels, unlockable items, and dopamine release from anticipating and achieving rewards. The document argues that games blur the lines between fiction and reality and effectively condition players using stimuli and responses.
The document discusses the history and types of cell phone games, including casual games, massive multiplayer online games (MMOGs), alternate reality games (ARGs), and community games. It provides examples like Snake, the N-Gage, I Love Bees, and The Go Game. The document also compares ARGs to MMOGs, noting differences in boundaries, gameplay, and how the cell phone is used. Issues around redefining work, leisure, and identity with these new types of mobile games are also mentioned.
Cell phone games have evolved since 1997. Casual games are intended for casual gamers and have low barriers to entry, short play times, and forgiving gameplay. Massive multiplayer online games (MMOGs) support hundreds of players in a persistent world where players create content. Alternate reality games (ARGs) weave narratives into the real world through multiple media to create interactive games. Community games focus on building communities through and around the game.
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
El documento describe una reunión de amigos de la promoción de 1980 que volvieron a tener 23 años de edad y revivieron viejas anécdotas. Menciona que hubo "magia" que les permitió retroceder el tiempo, y aunque se rompió la magia, aprendieron que cuando uno da, se le devuelve con creces.
Uma equipe do Colégio Estadual Benedito Brás convidou as mães para uma festa de Dia das Mães no dia 02/05/08 às 19h para prestar uma homenagem antecipada às mães.
Data strategies - Drupal Decision Makers trainingscorlosquet
This document discusses data strategies in Drupal, including using structured data like Schema.org to enhance search engine results. It explains how to describe content types and their properties to help machines understand web pages. The document also introduces RDF extensions that allow Drupal to expose structured data through formats like RDF, JSON-LD and SPARQL to integrate with the semantic web.
Refresh Dublin: a pragmatic approach to mobileLar Veale
This document discusses the growing importance and usage of mobile devices. It notes that by 2015, more internet users will access the internet through mobile devices rather than desktop computers. It also shows data on the rising transaction volume through PayPal on mobile. The document advocates for having a responsive website that works well on both desktop and mobile, and testing your site on mobile to ensure a good user experience regardless of device. It suggests starting simply by focusing on quick results and usability, rather than overhauling a site.
This document discusses integrating RDF and semantic web technologies with the Drupal content management system. It provides an overview of Drupal, describes how its data model of content types and fields can be mapped to RDF classes and properties, and details an experiment exposing Drupal data in RDF format. It notes that Drupal 7 will natively support RDFa and help expose more linked data on the web through its large user base of over 227,000 sites.
Business Openers supports organizations to achieve sustainable success through unique brand positioning strategies. They strive to create market opportunities and realize business growth using the brand as a compass. Internal branding is important as it provides direction to the internal organization to fulfill promises to customers and gives marketers a compass for strategic direction. Strong brands have a clear and relevant positioning that is authentic and consistently lived through the organization.
This short document discusses a slideshow of fabulous photos. It mentions an automatic slide show feature and ends by thanking the viewer for watching.
hamilton grammarEco schools application questions 2006ecogroup
The document summarizes information about the Eco Group Eco schools committee at a school. It describes that the committee is made up of teachers from various departments and student representatives. It meets about four times per year and is responsible for developing the school's environmental action plan. It oversees work related to healthy eating, environmental issues, and embedding environmental topics across the curriculum. The whole school is informed of Eco-school activities through assemblies, notices, and newsletters. Students are involved in related work in various classes and there is an after school environmental club. The school has made various community contacts regarding their environmental initiatives.
The document is a technical analysis of various stock market indexes and commodities from July 31, 2008. It provides the close price, momentum signal (BULL/BEAR), private signal, and other technical indicators for each asset over short, intermediate, and long term timeframes. Many assets were showing bearish momentum and downward private signals across timeframes, indicating an overall bearish market outlook at that time.
Welcome to the first installment of what should become a monthly slidecast of the most interesting new websites.
TOC
www.bbc.co.uk/survivors/game_uk/pop.html
www.speakvisual.com
www.ownyourc.com
www.safetriphome.com
www.audi.de
www.mini.com/com/en/introducing_mini_cabrio/content.jsp
The document is a market analysis report that provides closing prices and technical indicators for various stock market indexes and commodities. It shows that most markets were in a bearish trend on September 16, 2008 across short, medium and long-term timeframes according to indicators like price, stochastic, and trend. Key indexes like the S&P 500 and Dow were bearish across timeframes. Commodities like oil and gold saw mixed trends of bearish and bullish.
A equipe C.E.B.B. 2008 homenageia alguém por sua coragem, determinação, responsabilidade, honestidade, companheirismo nas horas difíceis, otimismo e fé no que faz.
The document is a market report that provides closing prices and technical indicators for various stock market indexes and commodities. It shows that most markets were in a bearish state based on indicators like price, momentum, and stochastic readings. Volatility indexes like the VIX, VXO, and VXN were in a bullish state based on upward momentum and being in oversold territory.
O documento apresenta breves biografias de seis poetas goianos: Lourdes Teodoro, Luiz de Aquino, Maria Abadia Silva, Marcos Caiado, Maria Helena Chein e Adalcino Aparecido. Detalha seus locais de nascimento, formação acadêmica e principais obras publicadas.
The document provides stock market index data for several major US stock indexes as of Friday, October 3rd, 2008. It includes the daily and weekly performance statistics as well as statistics related to moving averages, highs/lows, and breakouts for each index over different time periods ranging from 3 days to 233 days. The indexes presented are the S&P 100, Nasdaq 100, S&P 500, Russell 1000, Russell 2000, Russell 3000, and S&P 400.
The document provides stock market index data for several major US stock indexes as of Friday, July 11, 2008. It includes daily and weekly performance statistics as well as information on moving averages and highs and lows for each index over different time periods ranging from 3 days to over 200 days. The indexes shown are the S&P 100, Nasdaq 100, S&P 500, Russell 1000, Russell 2000, Russell 3000, and S&P 400.
Este documento presenta una revista anual sobre jamón ibérico. En las 21 páginas, la revista describe diferentes tipos de jamón ibérico y serrano, incluyendo detalles sobre su procedencia, proceso de curación, y características organolépticas. Además, discute aspectos nutricionales y culturales del jamón ibérico en España. La revista tiene el objetivo de informar sobre la realidad de esta industria de manera integral.
Future Of Play - Keynote MIT 2010 - Sandbox Summitfrog
Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
Kings of Engagement: How Gaming Changed the World of UXDori Adar
Gaming is insanely huge and the world of user experience catches up fast. In this deck you will gain understanding on what games are, learn about the hero and the villain products, and how to build a product as a game from the ground up.
Game Design & the City @ Best Scene in TownKars Alfrink
This presentation was part of my contribution to the Best Scene in Town workshop on 14 April 2010 at the Waag Society. In it, I describe three scenarios for the development of games into the near future. I also briefly discuss some key concepts in the field of game design. The goal of this presentation was to inspire and to provoke, as well as provide some handholds for participants to use in their own subsequent work.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
What Us Game Developers Need To Know About Free To Play In ChinaZhan Ye
The document discusses differences between traditional game design and free-to-play (F2P) game design, particularly in China. Some key differences include F2P games prioritizing monetization over fun or fairness, not focusing on high-quality graphics or storytelling, and exploiting human psychology around peer pressure and showing off to increase monetization. The document also provides examples of controversial monetization strategies used in some F2P games that generate conflicts or public humiliation to trigger emotions and spending.
Zhan Ye - What US Game Developers Need to Know about Free-to-Play in ChinaVirtual Goods Summit
The document discusses differences between traditional game design and free-to-play (F2P) game design, particularly in China. Some key differences include F2P games prioritizing monetization over fun or fairness, not focusing on high-quality graphics or storytelling, and exploiting human psychology and emotions to increase monetization through techniques like peer pressure and showing off. The future of F2P games remains uncertain, as over-exploiting players could potentially backfire, but they will likely continue growing in popularity alongside traditional games.
Digital Media Adaptation Model - MRS Kids&youth2011 conference [screens+notes]Claudio Pires Franco
Based on work / models developed with Dubit, inspired by academic work, presented at the MRS annual children / youth conference.
Cross-media adaptation into digital games
Note: this is the 'screens' version - there's one with screens + notes under 'Documents'.
Everyone's a gamer nowadays.
What's so appealing about games?
Which games are young people playing and why?
And how can stories / characters from other media be successfully adapted into game form?
Note: this is the 'screens+notes' version - there's one just with screens under 'Presentations'.
Everyone's a gamer nowadays.
What's so appealing about games?
Which games are young people playing and why?
And how can stories / characters from other media be successfully adapted into game form?
This document discusses what makes a game and how games can be played through various mediums. It notes that games do not need advanced technology, as games can be played with just pen and paper or through text-based mediums like MUDs, IRC and email games. The document defines a game as one or more people playing in a meaningful way, where there is a goal or measurable outcome to players' actions. It encourages thinking about how the essence of a pen and paper game could be translated to other mediums to reach more people.
AltForge Entertainment is developing a video game called Project Memoria to tell a story about depression. The game aims to provide insight into mental disorders through an immersive experience with beautiful art and a novel story. The team believes this can help bridge understanding between those with neurodiversity and the general public. They plan to self-publish on Steam to reach their target audience of fans of story-driven indie games. Market research shows the video game industry is growing and the niche indie game segment remains underserved despite a large audience.
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.
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
1. The document discusses the history and development of girl games over the past 15 years, from the release of Barbie Fashion Designer in 1996 to more recent trends.
2. It notes key milestones like the rise of mobile and internet in the late 1990s, the popularity of The Sims in 2000, and the success of the Nintendo Wii in 2006 in attracting more female players.
3. More recently, the distinction between "girl games" has blurred as games have diversified into social, casual, and mobile formats played by both genders.
The document discusses how brands are using game mechanics and gamification to engage customers. It provides examples of partnerships between brands and the mobile game Foursquare, where checking in at locations rewards users with badges and discounts. Starbucks and JetBlue have partnered with Foursquare to reward users for becoming the "mayor" of locations. The document also discusses how branded games can provide memorable experiences for customers and benefits for brands, such as increased loyalty and sales. Examples of branded games mentioned include Battle of the Cheetos, Nike Grid, and a Levi's game where representatives hid jeans around cities for people to find using social media.
Don't Play Games With Me! Promises and Pitfalls of Gameful DesignSebastian Deterding
This document summarizes a talk given by Sebastian Deterding on gamification. It discusses how gamification aims to use elements from games like points, badges, and leaderboards in non-game contexts. However, Deterding argues that most current gamification fails to truly tap into what makes games fun and engaging. He draws on the work of philosophers like Roger Caillois and Raph Koster to argue that fun in games comes from mastery through interesting challenges, not just from extrinsic rewards. For gamification to mature, it needs to focus more on gameplay elements that foster creativity, play, and learning through problem-solving.
The document discusses real world social gaming, using examples like Foursquare. It notes that real world social games take place in the actual world, use smartphones as the platform, and layer gameplay on top of existing activities. The document examines how Foursquare uses game elements like badges and mayorships to encourage checking in. It also discusses a photo-based location game called Capture the Flag and challenges of explaining game mechanics and hooking large audiences. Overall, the document expresses excitement about using real world social games to enrich real-life interactions and make mundane activities more engaging.
This document discusses lessons learned about effective gamification in the enterprise. It argues that work already involves games but they are often poorly designed. The key lessons are: 1) Gamification requires a careful design process, not just adding features, 2) Design should focus on intrinsic motivations like meaning, autonomy and mastery, 3) Positive existing behaviors should be amplified through easy and social designs, 4) Changes must be made slowly and carefully to avoid unintended consequences, and 5) Simplicity is important for adoption and impact. Game elements can backfire if not properly implemented based on human behavior in organizational contexts.
The document summarizes several gaming-related news stories from November:
1) Microsoft is adding television and video content to the Xbox platform through partnerships with 40 media companies, allowing users to search and access shows and movies through voice commands or gestures.
2) A new game called Warco lets players experience being an embedded journalist in a war zone by filming and editing news reports while navigating moral choices.
3) Glitch is a new free-to-play MMO set in a fantastical world shaped by player imagination that provides creative materials without strict rules.
4) Disney is releasing interactive figurines that can drive and interact on the iPad screen in games based on movies like Cars.
Sampo Karjalainen discusses virtual worlds and their relationship to social networks. He outlines four main appeals of virtual worlds for users: 1) gaming, 2) making friends and socializing, 3) creative self-expression through avatars and customizing spaces, and 4) escapism through fantasy settings. Karjalainen also notes that virtual worlds can be monetized through user revenues like microtransactions and subscriptions, as well as advertising. He argues that elements of virtual worlds could be integrated into social networks to enhance monetization opportunities.
Jade Pecorella discussed her experience working in the video game industry for the past 5 years. She began as a programmer but changed roles shortly after starting. The document provides an overview of Pecorella's upcoming talk, which will cover the evolution of games from the past to present, how society and media have impacted the industry, emerging trends, and the large number of games now available on the market. As a game designer, Pecorella's role is to craft engaging experiences for players by creating levels, puzzles, and balancing game mechanics.
Leonardo DiCaprio Super Bowl: Hollywood Meets America’s Favorite Gamegreendigital
Introduction
Leonardo DiCaprio is synonymous with Hollywood stardom and acclaimed performances. has a unique connection with one of America's most beloved sports events—the Super Bowl. The "Leonardo DiCaprio Super Bowl" phenomenon combines the worlds of cinema and sports. drawing attention from fans of both domains. This article delves into the multifaceted relationship between DiCaprio and the Super Bowl. exploring his appearances at the event, His involvement in Super Bowl advertisements. and his cultural impact that bridges the gap between these two massive entertainment industries.
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Leonardo DiCaprio: The Hollywood Icon
Early Life and Career Beginnings
Leonardo Wilhelm DiCaprio was born in Los Angeles, California, on November 11, 1974. His journey to stardom began at a young age with roles in television commercials and educational programs. DiCaprio's breakthrough came with his portrayal of Luke Brower in the sitcom "Growing Pains" and later as Tobias Wolff in "This Boy's Life" (1993). where he starred alongside Robert De Niro.
Rise to Stardom
DiCaprio's career skyrocketed with his performance in "What's Eating Gilbert Grape" (1993). earning him his first Academy Award nomination. He continued to gain acclaim with roles in "Romeo + Juliet" (1996) and "Titanic" (1997). the latter of which cemented his status as a global superstar. Over the years, DiCaprio has showcased his versatility in films like "The Aviator" (2004). "Start" (2010), and "The Revenant" (2015), for which he finally won an Academy Award for Best Actor.
Environmental Activism
Beyond his film career, DiCaprio is also renowned for his environmental activism. He established the Leonardo DiCaprio Foundation in 1998, focusing on global conservation efforts. His commitment to ecological issues often intersects with his public appearances. including those related to the Super Bowl.
The Super Bowl: An American Institution
History and Significance
The Super Bowl is the National Football League (NFL) championship game. is one of the most-watched sporting events in the world. First played in 1967, the Super Bowl has evolved into a cultural phenomenon. featuring high-profile halftime shows, memorable advertisements, and significant media coverage. The event attracts a diverse audience, from avid sports fans to casual viewers. making it a prime platform for celebrities to appear.
Entertainment and Advertisements
The Super Bowl is not only about football but also about entertainment. The halftime show features performances by some of the biggest names in the music industry. while the commercials are often as anticipated as the game itself. Companies invest millions in Super Bowl ads. creating iconic and sometimes controversial commercials that capture public attention.
Leonardo DiCaprio's Super Bowl Appearances
A Celebrity Among the Fans
Leonardo DiCaprio's presence at the Super Bowl has noted several times. As a high-profile celebrity. DiCaprio attracts
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Unlocking the Secrets of IPTV App Development_ A Comprehensive Guide.pdfWHMCS Smarters
With IPTV apps, you can access and stream live TV, on-demand movies, series, and other content you like online. Viewers have more flexibility and customization of content to watch. To develop the best IPTV app that functions, you must combine creative problem-solving skills and technical knowledge. This post will look into the details of IPTV app development, so keep reading to learn more.
You know you're an adult when every check-up gets you down. View What Going to the Doctor is Like as an Adult and more funny posts on salty vixen stories & more-saltyvixenstories.com
Enhance Your Viewing Experience with Gold IPTV- Tips and Tricks for 2024.pdfXtreame HDTV
In the ever-evolving landscape of digital entertainment, IPTV (Internet Protocol Television) has emerged as a popular alternative to traditional cable and satellite TV services. Offering unparalleled flexibility, a vast selection of channels, and affordability, IPTV services like Gold IPTV have revolutionized the way we consume television content. This comprehensive guide will delve into everything you need to know about Gold IPTV, its features, benefits, setup process, and how it can enhance your viewing experience.
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5. 5
Some insight leads to development.
We design for NEEDS - we design around use cases.
I *think* this is the main difference to what you guys do. You’re designing for fun.
6. ....but not gaming
6
We don’t do gaming. We all play, to a greater or lesser extent. But we’re approaching
gaming for the POV of web people. That’s the disclaimer :)
7. image
7
So, why did we do gaming?
It’s a major phenomenon, far more people play WoW than read a quality paper. You see all
the stats ... and we saw designers talking about games and narratives and interaction but we
didn’t here the story from the people playing. Where are those people?
8. 8
How cultural forms shake out of the gaming world and how gaming is becoming entrenched
in our ‘everyday’ lives.
9. 9
And this is occurring through ‘productisation’, through the physical embodiment of our
gaming experiences...
10. 10
So we have the UK console mkt increasing to a value of £34 m a yr - with an increasing
proportion being handheld (DS, PSP, iPhone etc).
While M&A activity increases we see diversification in terms of games design and ‘types’ of
game... shoot ‘em ups, MMOGs.
11. •Creating
•Sharing
•Consuming
11
we wanted to se how people were doing things differently in a gaming / playful environment
as opposed to the web based stuff we usually do....
there is a bleeding of things between the networked web world and gaming... sometimes you
can’t see the gaps.
12. So we asked some
people
12
Now this was a small in house project we ran over the summer months... not a big thing.
13. So we asked around
20 people about their
gaming habits, the
who, what, where,
when, how and why?
13
This research took place in middlesborough, bradford, sheffield and birmingham.
20 people aged 15-22 -> massive age range actually.
We let them self-select - the only criteria was that they answered “yes” to the question “do
you play games?”
14. the aim was to
understand and to
spark debate
14
So, we’ll be writing this up in the next few weeks and posting it on a blog, warts and all.
15. what follows is really
a series of half baked
blog posts
15
Because that’s ultimately where this research will land
So, let’s treat it like that.
16. So, what is gaming?
16
Facile really - games are all manner of things that are playful, where you have goals and rules
but 'games' like katamari damacy and okami kind of mess with that.... sure there are rules but they're implicit, learnt and quite
difficult to assess. What the goals are is anyone's guess
But much social software has goals, rules and challenges - you could argue ebay does that, digg does that, flickr groups do
that. And many people are stimulated and engaged by that. Odd people.
17. image - pong
17
But this history is really interwoven with the people I used to play with...
Coding BASIC involved getting it wrong, discussing with others where I’d gone wrong and
fixing it, comparing high scores, talking about which games to buy... mimicking the sounds
the cassette made as you loaded the game. Silly stuff.
Playing the game was important, it was enjoyable (usually) but the sociality around the game
made it “live”.
18. 18
Tracing my own route through gaming...
You can tell a lot about someone through their gaming history. You can date them. I’m old.
21. 21
Teens <18 tend to have stable lives. Their peer group is drawn from school the
neighbourhood etc. Consequently a lot of younger teens -> experiment with playing with
others -> seek out larger gene pool.
University is changes -> social explosion. Massive change.
less online-> more house / team playing -> socialising gets in way of MMORG action (taken
up again after uni?). technically it can also be quite hard at Uni to agree on where the console
is etc.
22. 22
However, game status only works within the game peer group you are part of. Your status in
game is only validated by those who also play....
Up until Uni we found distinct gaming friends and during Uni this breaks down - more
‘mixed’ gaming takes place.
23. Social stuff 2: Scores
23
This is really important
Scores convey *so* much, in one figure you can sum up a performance, an experience, you!!
They embody a simple transferable concept. A score can be understood, verified, and
communicated simply.
My 8 year old son talks scores every day...
24. Scores enable gaming
behaviour in unlikely
Anplaces
MMOG?
24
Tom Armitage wrote about the Obama Campaigning App... the link to the tables enabled this
as a competitive game, an MMOG?
25. Scores enable gaming
behaviour in unlikely
places
25
FTSE 100 company...
There's a slight digression here but I did some research for a FTSE 100 retail company a while ago. They had this system for
managing their suppliers. It was a game. It was genius. The better suppliers performed in terms of meeting a set of
criteria (challenges) like billing on time (and accurately), delivering on time, providing refunds all that kinda shit, they more
points they got and the higher up the chart they went. The higher up the chart the more the supplier was paid over and
above the agreed quota. The chart was published once a week. It was just like Top of The Pops, without Simon Mayo or
whoever....
The really genius thing about this game was that it was anonymous. The buyer hid the names of all the other suppliers apart
from you.
26. How else could you
‘do’ scores?
26
What can we learn from digg, ebay and other online social services about how they create
‘playful’ game and gaming engines? Perhaps we should look at how they present metadata
back as activity. What we ‘do’ is the basis for social gaming...
27. Social stuff 2:
Etiquette and
deviance
27
When playing we adapt to the values of the community we play with...
Social morals and ‘norms’ of behaviour...
28. quot;when you play MMORGs you do have
to have loads of friends so you can do
instances, so it's good to have friends
and join a guildquot;
28
collaborative play is essential in many games for progression... this is particularly prevalent in
MMORPGs - like WoW.
what we found was that particularly with MMORPGs is that the adoption path is far more
ingrained in existing peer networks. Not many people join WoW (from our exp) without
knowing someone else who plays. There are good reasons for this - the rules are difficult to
assess but just as importantly, the etiquette is really important to know... if you want to “get
on” how do you treat people?
29. Being selfish creates
awkward social situations
29
“You know you’re exploiting people in order to progress, so you have this implicit assumption
that you will be used, you know you don’t make friends with people like that”
-> it’s a functional, very transaction based relationship -> like buying from a shop.
30. quot;I used to get annoyed about nobody
caring for other people's feelings but
basically it's a game and you want to
play it for your own personal gainquot; (Ian,
18. WoW)
30
over time we get a sense of understanding - “oh, you can screw people”! :)
31. quot;they could end up hating you if you
beat them lots, and if i take it over the
top, they might not like you as much
anymore. if you beat them and 'rip em'
for it, next time you see them it might
be a bit like... difficult (Deborah, 19)quot;
31
However, that’s easier with strangers, with friends it has implications for the real world - this
girl playing Tom Clancy online.
Status in a peer group can be hard to manage - how do we make it easy for people? Should
you make it easy for people?
32. quot;if you feel like you're on a level playing
field, you're playing co-op and you're
completing something that you couldn't
have done on your own then you feel
like you've achieved something, but if
you could have done it by yourself [...]
it's not as good.quot;
32
Sometimes you have to tell people to fuck off. Politely. But doing that in game is really hard.
This informal sociality in game means that the barriers to entry are quite high. And this
creates a “rights of passage” dynamic:
33. quot;in WoW if you're one of the quot;good
peoplequot; they think people below them
are not worth anything...quot;
33
Moral codes develop for deviant acts and what constitutes deviance as it does for etiquette...
The practice of gold farming was quite contentious in the group.
34. image - gold
“i bought some gold. you can get loads of gold for
like £15 now, and it would take you like a week to get
all that, so itʼs worth it, so you get that much further
in the game. itʼs not really cheating if youʼre just
saving time” Adrian, 17, WoW.
34
quot;Gold farming is a general term for an MMORPG activity in which a player attempts to acquire ('farm') items of value within a game,
usually by exploiting repetitive elements of the game's mechanics.quot;
35. glitching:
“i’d only cheat once i’ve completed
a game, so i can just mess around
and get all the cool characters and
that sort of stuff” Daren, 15
35
And it’s not MMORGs as we know.
One boy, 15, talked about the idea of ‘glitching’ in Halo 3 where he logged into his
friend’s account (who had got to a higher level) and loaded it up on his machine so
that he could get to the higher level faster.
37. not all your friends
play the same
games...
37
and it *so* depend on the platform and the game of course....
38. 38
“K” here talks about how he plays with strangers on his own and then online with his friends
after school. The process of playing online was ingrained... so playing w strangers was
easier. The Xbox made that easy for him.
We found younger people far more likely to treat games platforms, particularly the Xbox as a
social network site (SNS). The dynamics are different. They’re simpler, you have ‘teams’. Kit
here didn’t do bebo, or myspace - he did Xbox and IM and that’s it.
39. 39
But we found that more and more people are comfortable with playing online and that
generally they start by playing their friends and then this spreads to incorporate strangers.
It’s rare that strangers become friends...
But you get people you play a lot. Kit - actually befriended a guy who came over from the US
to meet him... and the first thing they did was go back to his house to play the game
together!
43. lego star wars image
43
You have the people you challenge, the people in your guild, those that are ‘present’, those
that you share the experience with that you know and then those that you share information
with (cheats etc.).
Currently we optimise for the challenger, the person in the ‘flow’ with you...
How would games look if we started to accommodate others? How would we do that?
44. making it easy to be
involved
44
People play as part of peer groups and those peer groups esp. after 18 become more
heterogeneous in terms of their gaming skill level / experience etc. We saw a big shift at
University age. It’s a social watershed in many ways and gaming peer groups are blown
apart.
We see far more social (console) gaming in the same physical space in the 18-21 year old
group and this group usually have different skill levels.
How do you accommodate them?
46. katamari prince
46
People are doing things to represent their gaming experience in the ‘real’ world. Our
experiences are beginning to bleed into different ‘registers’ away from the console.
47. 47
Russell Davies is great at creating ‘playful’ experiences. Lyddle End is one such project,
something with a strong social ‘hook’ which is inherently playful and, crucially, which
‘propagates’ through feedback loops to many different audiences.
48. 48
Lyddle End mainly does this through storytelling. We create stories that collectively become
more than the sum of their parts: our world in 2050.
Take a look on flickr or on Russell’s blog.
49. That was some stuff
about gaming.
Thank you for
listening.
49
50. playing together
In the Game 16th Dec 2008
Image Credits:
http://www.flickr.com/photos/makelessnoise/2827958609/ - kids playing wii
http://www.flickr.com/photos/14340225@N03/2953227466/ - lego star wars
http://www.flickr.com/photos/hybridrainstorm/387259124/ - boys playing xbox
http://www.flickr.com/photos/beggs/2884605742/ - star wars action figures
http://www.flickr.com/photos/elewa/132754147/ katamari prince
http://www.flickr.com/photos/dianaschnuth/383288672/ katamari fancy dress
http://www.flickr.com/photos/stml/3071048711/ - lyddle end house on legs
http://www.flickr.com/photos/sheilaellen/2335755428/ - common room 2 (with stairs)
http://www.flickr.com/photos/tao_zhyn/442965594/ - gold coins
http://www.flickr.com/photos/f-r-a-n-k/515770697/ - common room
http://www.flickr.com/photos/ulfklose/340922111/ - 2 girls talking
http://www.flickr.com/photos/melindashelton/2532115119/ - scoreboard
http://www.flickr.com/photos/iancarroll/3096601806/ - office building
50