This document provides guidance on developing a game concept, including defining key elements such as high concept, genre, target player, play value, competition, uniqueness, and game engine. It emphasizes that a high concept can succinctly communicate the core idea of a game. Game genres are classified based on gameplay rather than setting, with many examples provided across common categories like action, role-playing, simulation and strategy. Defining the target player involves considering their interests, demographics, and motivations for play. Competition refers to similar existing games, while uniqueness outlines how the concept differs.
Lessons from the Trenches of Learning Game DesignSharon Boller
Interest in learning games and gamificaton of learning is high. But how do you do a good job of designing great learning games? This session walks you through six "lessons" learned from designing digital learning games.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
Digital Learning Game Design: Lessons from the TrenchesSharon Boller
Learning games - and gamification of learning - are hot trends. What does it REALLY take to produce a learning game, and how do you produce a good one? This presentation outlines 6 lessons learned with links to games that offer examples for the lessons learned.
Lessons from the Trenches of Learning Game DesignSharon Boller
Interest in learning games and gamificaton of learning is high. But how do you do a good job of designing great learning games? This session walks you through six "lessons" learned from designing digital learning games.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
Digital Learning Game Design: Lessons from the TrenchesSharon Boller
Learning games - and gamification of learning - are hot trends. What does it REALLY take to produce a learning game, and how do you produce a good one? This presentation outlines 6 lessons learned with links to games that offer examples for the lessons learned.
Abstract: The unquestioned popularity of video games as a pre-eminent source of entertainment has brought with it a renewed focus on the medium from the political and scholarly arenas. Games are an robust economic force, yet research tends to focus on their content as being "good" or "bad" rather than the experiences of the players themselves, which leaves our understanding of the phenomenology of the video game experience incomplete (at best) and inaccurate (at worst). To this end, Dr. Bowman's presentation will briefly review the current state of gaming research before suggesting ways in which scholars can pursue gaming research that compliments rather than replicates what has already been gleaned from more media effects-oriented studies, citing four exemplar studies.
Bio: Nick Bowman (Ph.D., Michigan State University) is an assistant professor in the Department of Communication Studies at West Virginia University where he specializes in digital and social media technology - in particular, the motivations and uses of interactive media for entertainment, relational, informational and persuasive purposes. He has published nearly two dozen research articles in journals such as Computers in Human Behavior, Media Psychology, New Media and Society, and Journal of Communication and currently serves on the editorial board of Media Psychology and Journal of Media Psychology. He is an active member of National Communication Association and International Communication Association, and is an avid gamer of third- and fourth-generation video game consoles.
Human beings are higher primates. We are essentially hairless chimps with egos and speech. Unfortunately we so often buy into our own propaganda thinking we aren't simply slightly more complex mammals. We are hardwired through 300+ million years of evolution to react to our environment and stimuli. Unless you understand that you must sell to the part of the brain that buys and makes decisions and you must appeal to another part to validate the evidence and another part to make sure the sale is approved and won't get sunk by a change of heart, you will always be playing the lottery as a salesperson. How you behave in the sale, as in life, will determine your results. This is a quick and dirty introduction to seller-buyer psychology with some transactional analysis to help you understand how to communicate your sales message effectively to potential buyers and prevent back-outs, cancellations and buyer's remorse.
Ever wonder what it takes to put together a blockbuster 3D game? Wonder no more. In this talk, we’ll discuss game theory as it relates to today’s gaming industry, examine the essential components of a 3D game, and survey the roles and specialties involved in making a AAA title.
Game thinking - Differences Between Games, Serious Games, Gamification and More.Andrzej Marczewski
The aim of this article is to present an umbrella term for the use of games and game-like solutions in non-game contexts.
Many people lump this all under Gamification. I have chosen the term Game Thinking instead and hopefully by the end of this, you will understand why and also have a better understanding of the differences between games, gamification, serious games and more.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
2. Game Concept
High Concept
Game Genre
Target Player
Play Value
Competition
What’s Unique
Game Engine
3. High Concept
High-concept is a term used to refer to an artistic
work that can be easily pitched with a succinctly
stated premise.
It can be contrasted with a low-concept, which is
more concerned with character development and
other subtleties that aren’t as easily summarized.
4. High Concept
High-concept narratives are typically
characterized by an overarching "what if?"
scenario that acts as a catalyst for the following
events. Often, the most popular summer
blockbuster movies are built on a high-concept
idea, such as ”What if we could clone dinosaurs?"
High-concept ideas can also be presented as
familiar genres or properties based upon a
different theme. For example: “Street Fighter with
Politicians.”
5. Game Genres
Defined by gameplay interaction
Classified independent of their setting
Most fall within one genre but some are a
combination of two or more genres
11. Play Value
This is a short statement that indicates what
the player is trying to accomplish in the game
– his role and goal. This helps indicate the
type of person the player is, and what is fun
for him.
12. Play Value
The player might be driven by the desire to:
Compete or cooperate with others
Fight enemies and deal with threats
Be immersed in a another time or place
Explore an environment or build something
Solve puzzles and overcome challenges
Experience fear, suspense or humor
16. 1. Create a 1-Page Concept Overview PowerPoint that lists the
following information:
High Concept (short phrase or sentence describing your game)
Game Genre
Target Player
Play Value
Competition
What’s Unique
Game Engine
2. Put your PowerPoint into your instructor’s DropBox
3. Write an Elevator Pitch for your game concept that will take 30-
120 seconds to deliver and has the above information.
4. Email your Elevator Pitch to your instructor (dmullich@lafilm.edu)
5. Present your PowerPoint and Elevator Pitch to Class
17. 1. Place the following information on the Overview
Page of your Game Design Document:
High Concept Game Genre
Target Player
Play Value
Competition
What’s Unique
Game Engine
18. 2. Write an Ideal Play Session page for your Game Design
Document
Create and name an imaginary player and then put yourself in their
shoes playing the game for five minutes,
Focus on the player's experience: what they're seeing, what they're
hearing, what they're doing, and what they're thinking about. Any
thoughts or feelings they have should be reflections of what is going on
in the game.
You may write this in paragraph form or as a step-by-step list.
You know lots more about your game than you may suspect -- this
exercise is meant to tease this part out! Have fun with this!
Editor's Notes
A game begins with a concept. Most,everybody already has lots of ideas for games they want to work on. And not just the designers. Programmers, managers, artists, executives, testers, marketers, salesmen - they ALL have game ideas. Perhaps they all chat up their ideas, perhaps some of them have written concept papers to present their ideas.Some examples of possible sources of game concepts:Brilliant inspiration - a designer or artist or someone on the team has an idea for a game, usually one that's revolutionary and not yet done to death in the marketplace. Most industry outsiders probably think this is the main source of game ideas, but that ain't necessarily so. The license hook - Perhaps the game company has acquired the license for (the rights to make a game based upon) a movie or personality or book or whatever. Star Wars, Tony Hawk, Hollywood Squares. Jackass, Junkyard Wars, Battlebots, Martha Stewart. (Okay, so nobody has made a Martha Stewart game yet, but you get the idea.) If the company has spent a lot of money to acquire a license, you can bet that they're going to want to make a game based on that license. The technology hook - Perhaps the engineers have spent a lot of time, energy, and money to create some game technology (an engine or a way of making a game machine do something new, like water or fog). Perhaps the decision makers decide they want to make a game that takes advantage of this technology. Filling a gap - The company's marketing wizards might analyze the market and decide that there is a genre or platform that is under-represented (either by the industry as a whole, or by the company itself) and that it would be a good idea to make that kind of game. Following coattails - The executives look with awe upon the success and profitability of a particular game (made and published by another company), and decide to ride the tailwind of that game by making something similar. Orders from above - Perhaps the boss gets an idea for a game (it might be his pet idea or it might just be a passing fancy), and the designer is set to work on the details. Sequels - self-explanatory.
A game begins with a concept. Most,everybody already has lots of ideas for games they want to work on. And not just the designers. Programmers, managers, artists, executives, testers, marketers, salesmen - they ALL have game ideas. Perhaps they all chat up their ideas, perhaps some of them have written concept papers to present their ideas.Some examples of possible sources of game concepts:Brilliant inspiration - a designer or artist or someone on the team has an idea for a game, usually one that's revolutionary and not yet done to death in the marketplace. Most industry outsiders probably think this is the main source of game ideas, but that ain't necessarily so. The license hook - Perhaps the game company has acquired the license for (the rights to make a game based upon) a movie or personality or book or whatever. Star Wars, Tony Hawk, Hollywood Squares. Jackass, Junkyard Wars, Battlebots, Martha Stewart. (Okay, so nobody has made a Martha Stewart game yet, but you get the idea.) If the company has spent a lot of money to acquire a license, you can bet that they're going to want to make a game based on that license. The technology hook - Perhaps the engineers have spent a lot of time, energy, and money to create some game technology (an engine or a way of making a game machine do something new, like water or fog). Perhaps the decision makers decide they want to make a game that takes advantage of this technology. Filling a gap - The company's marketing wizards might analyze the market and decide that there is a genre or platform that is under-represented (either by the industry as a whole, or by the company itself) and that it would be a good idea to make that kind of game. Following coattails - The executives look with awe upon the success and profitability of a particular game (made and published by another company), and decide to ride the tailwind of that game by making something similar. Orders from above - Perhaps the boss gets an idea for a game (it might be his pet idea or it might just be a passing fancy), and the designer is set to work on the details. Sequels - self-explanatory.
Video game genres are used to categorize video games based on their gameplay interaction rather than visual or narrative differences. They are classified independent of their setting or game-world content, unlike other works of fiction such as films or books. For example, an action game is still an action game, regardless of whether it takes place in a fantasy world or outer space.Within game studies there is a lack of consensus in reaching accepted formal definitions for game genres, some being more observed than others. Like any typical taxonomy, a video game genre requires certain constants. Most video games feature challenges to overcome, so video game genres can be defined where challenges are met in substantially similar ways.Most games fall within a particular category. Some bridge different gaming styles and, thus, could appear under more than one category simultaneously.