A short case study for my video games production. review & slides for the game Borderlands throughout talking about specific things featured within the game.
The ux of serious games how to impact a wider audienceSeriousGamesAssoc
Birdie Champ, BS, M.Ed., Ed.S, Owner, Chief Product Officer | UXDiversity and Thorne Palmer, BA, M.Ed
The UX of Serious Games: How to Impact a Wider Audience
What elements are you measuring when determining the value of your serious game?
There are many critical touchpoints a player (user) experiences that occur before, during, and after playing a game, from initial interest to post-game evangelism. Some serious game designs inadvertently block some users from ever playing. Some design elements can cause players to rage quit where others thrive. In this session we will explore three topics:
First, we will explore a complete user’s experience (UX) of a serious game.
Second, we will look closer at the users of serious games and break them into personas based on social, emotional, and cognitive differences in how they learn and how they play.
Third, we will explore how to merge instructional design with game design with activities that bridge the varied experiences different users can have when engaging with similar challenges. By breaking down the UX into touch points, breaking down users into personas, and mitigating gaps in the varied qualities of user experiences, you will likely improve your game analysis, game quality, and broaden your customer segments.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Great Character Design - Tips for Creating and Monetizing Cartoon CharactersAldric Chang
Good character designs help to make a game look that much more interesting and sell a few more copies. But great character designs help to create huge franchises out of games, build up companies and even shape the landscape of the gaming industry. We take a look at some of the world's most famous gaming characters had created a legacy for themselves and their companies.
A short case study for my video games production. review & slides for the game Borderlands throughout talking about specific things featured within the game.
The ux of serious games how to impact a wider audienceSeriousGamesAssoc
Birdie Champ, BS, M.Ed., Ed.S, Owner, Chief Product Officer | UXDiversity and Thorne Palmer, BA, M.Ed
The UX of Serious Games: How to Impact a Wider Audience
What elements are you measuring when determining the value of your serious game?
There are many critical touchpoints a player (user) experiences that occur before, during, and after playing a game, from initial interest to post-game evangelism. Some serious game designs inadvertently block some users from ever playing. Some design elements can cause players to rage quit where others thrive. In this session we will explore three topics:
First, we will explore a complete user’s experience (UX) of a serious game.
Second, we will look closer at the users of serious games and break them into personas based on social, emotional, and cognitive differences in how they learn and how they play.
Third, we will explore how to merge instructional design with game design with activities that bridge the varied experiences different users can have when engaging with similar challenges. By breaking down the UX into touch points, breaking down users into personas, and mitigating gaps in the varied qualities of user experiences, you will likely improve your game analysis, game quality, and broaden your customer segments.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
Great Character Design - Tips for Creating and Monetizing Cartoon CharactersAldric Chang
Good character designs help to make a game look that much more interesting and sell a few more copies. But great character designs help to create huge franchises out of games, build up companies and even shape the landscape of the gaming industry. We take a look at some of the world's most famous gaming characters had created a legacy for themselves and their companies.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
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.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
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!
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
MARUTI SUZUKI- A Successful Joint Venture in India.pptx
Question one
1. B y L a u r e n E c c l e s
Question one
How my media product uses, develops or
challenges conventions.
2. CONVENTIONS OF GAMES
• Before I started to create my game I did a lot of research into what actually
makes a game. I looked a different aspects of games to see what was
commonly found in most games. I found that the type of characters in games
usually consisted of a protagonist, an antagonist, either a hostage, victim or
damsel in distress. These types of characters give the game a narrative which
also has a consistent theme in games. I found that the majority of games I
looked into ended up with a character needing help, or needing to be
rescued for a villain/bad guy and the protagonist (hero) would save them,
completing missions or goals as they go alone. These conventions are not in all
games however, such as in Grand Theft Auto or the Sims, these have their own
conventions such as a character designed and created by you and
controlled by you. These conventions are found mainly in Role Play games,
but can also be found in First Person Shooter (FPS) games but most of the time
in FPS Games the character is not seen, just controlled by the player.
3. GAME GENRE CONVENTIONS
• The game I created is a sci-fi/first-person shooter (FPS) game so I did more in
depth research into the conventions found in these genre’s. In sci-fi games I
found that the villain, most of the time, was either an alien or futuristic looking
character(e.g. storm trooper). Popular locations and settings that Sci-fi games
use are spaceships, planets/space, deserted area, the future, and in some
games abandoned buildings which have been repossessed by aliens. Also in
sci-fi games the weapons are usually guns or high-tech such as lightsabers.
The aliens in sci-fi games usually tend to be green/grey colour or sometimes
resemble robots in black armour.
• I then looked at conventions of FPS and found that the character you play is
most of the time a hero and the game play is good vs. evil. I also found that
they a usually have collectables throughout the game that you can collect
along the way to advance further in the game. The narrative also seems to be
linear in most FPS games they this gives the player a goal/mission so they don’t
get bored of the game too quickly.
4. CONVENTIONS WE USED
• After looking at all the conventions that fit the genre of my game I decided
which ones I was going to include in my game. I couldn’t include them all
because I thought it would make my game look “too full” and ineffective and
some of the conventions would have clashed.
• I decided to stick the narrative convention of having our main player be the
hero who has to save hostages from aliens. Due to our lack of player options
on the software we used our hero cannot be seen, this is a popular
convention in shooter games and makes it a First Person Shooter game. I also
wanted to stick with the conventions of location and made my game based
in a spaceship which fits with the antagonists being aliens as it would be weird
to find aliens in the wild west.
• I decided not to add gore to my game even though it is a shooter game
because I wanted my game to target a specific audience and adding blood
and gore would have targeted an older audience. There is however violence,
due to it being a shooting game but the bad guys simply disappear once
they have been killed.
5. BOX ART RESEARCH
• I looked at various other box art from well
known games on the PlayStation 4 platform. I
found the 3 covers (on the left) were what I
wanted my design to look like. The conventions
featured on all three of the game covers are;
Game title, PS4 banner, M Rating, producer
logo, tag line, screenshots from the game, brief
description if the game, technical aspects of
the game, copyright, barcode and a health
and safety warning. I plan to use all of these
conventions on my box art because I believe
using these features will make my end design
realistic and be recognised as the box art to a
game.
6. CONVENTIONS OF GAME BOX ART
After researching the conventions found on box art I was able to apply these to my own product. I
have pointed out all the conventions I have used.
Game console banner
Character/Image
from game.
(Sometimes game
logo)
Game Title
Game developer
Tag Line
Technical features
Screenshots
Barcode
Copyright
Information
Game rating
Brief game
description
Health & Safety
warning
7. MAGAZINE COVER RESEARCH
After researching Game
magazine’s for ancillary task
two I decided I wanted my
magazine cover to resemble
the PCGamer magazine as it
has similar conventions which
I planned to use when
creating my magazine cover.
Both magazine covers I
looked at (left and right)
feature the following
conventions; Magazine title at
the top, name of the main
game being advertised in a
large font, barcode,
magazine rating and the
headings of other articles
around the side.
8. CONVENTIONS OF A MAGAZINE
COVER
The features pointed out below are found the majority of magazine covers. I decided to show the
conventions on my own magazine cover so I could show which ones I used.
Name of the
Magazine
Characters
from the main
game being
advertised
Reviews
Other games
featured in the
magazine
CompetitionMain game article
advertisement
Magazine rating
Barcode
Name of the main
game being
advertised
Logo of the
magazine or game
console
9. TWO PAGE MAGAZINE POSTER
RESEARCH
I looked at different types of magazine pages and
decided to create a two page magazine poster
advertisement. This is an advertisement but can
also be pulled out by the reader and used as a
poster. I decided to create this because I thought it
would be very effective. I looked at multiple
versions of a poster ad and learnt that the less the
better and they don’t feature many conventions.
The conventions they do use that I found from my
examples (left) are; very large game title, one main
image (usually a character from the game) that
blends into the background, a release date,
sometimes a rating from a magazine or another
well known source, rating, copyright, logo’s from
companies that participated in the game and can
sometimes include screen shots or other images
from the game (as shown in the bottom image).
10. CONVENTIONS OF A MAGAZINE
POSTER
The features pointed out below are found most magazine poster advertisements. I decided to show
the conventions on my own advertisement so I could show which ones I used.
A character to
represent the
game
(Sometimes is a
logo)
Game rating or
quote from a
well known
source
Copyright
information
Name of the
game
Attractive
background to
fit the genre of
the game
Release date
of the game
List of consoles
the game is
available on
Game Rating
11. MAGAZINE ARTICLE RESEARCH
Most magazine articles look distinctively
different so my magazine article isn’t based
off a specific look. I wanted my design to
slightly resemble the top image on the right
which is a typical magazine layout. Both
images look different but both have specific
features which are found in most magazine
articles such as; article heading, sub
heading, plain, simple background, images
relating to the article and a by line. I will use
all of these features in my design which is
what will make my article recognisable as an
article and will make my article look official
and professional.
12. CONVENTIONS OF A MAGAZINE
ARTICLE
The features pointed out below are found in most magazine article. I decided to show the conventions
on my own magazine article so I could show which ones I used.
Banner
Article Heading
Subheading
Article in
columns
Game Rating
Character
relating to the
game
Screenshots or
images from
the game
13. HOW THE USE OF CONVENTIONS WILL
APPEAL TO THE AUDIENCE.
• For my game I used most of the typical conventions in sci-fi games to help
attract my target audience. With my target audience being teenage
males/young adults and fans of sci-fi games. The conventions I used will help
attract me target audience because teenage males and young adults like
violence and shooting games which are included in my game and sci-fi fans
like aliens and spaceships and all the sci-fi conventions I have included in my
game.
• I used all the standard conventions on my Box art and magazine pages
because they are what make them recognisable and stand out to an
audience. The conventions used on my ancillary tasks are all needed to
provide the audience with the information needed to encourage them to buy
the game/magazine. For example, my box art must have the console banner
to tell the audience what the game can be played on, it must have the name
of the game on it to tell the audience the name of the game and also so they
can pick it out if browsing for it amongst other games on a shelf. My magazine
cover must have the name of the magazine so the audience know what
magazine it is, it must also have headings of things which are inside the
magazine so the audience will know if they are interested by what’s in the
magazine.