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.
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
“Super better”, the words sound like the start to a newspeak dictionary entry from 1984.
However, far from gaining a double plus good rating for conformity, it is actually an effort that dares to try and be different.
Read more
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.
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
“Super better”, the words sound like the start to a newspeak dictionary entry from 1984.
However, far from gaining a double plus good rating for conformity, it is actually an effort that dares to try and be different.
Read more
Public Interest Gaming by Alan GershenfeldRobin Alter
Here is a nice presentation by Alan Gershenfeld covering some the discussion points around public interest gaming which were discussed at the Game Developers Conference 2010 in San Francisco.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
GAMIFICATION IN A DIGITAL WORLD | ISTANBULJasmin Karatas
GAMIFICATION IN A DIGITAL WORLD was held at the Digital Age Summit in Istanbul on the 3rd May 2017. And deals with us as human beings, digital transformation, and our motivation.
In this paper from the Tampere Spring Seminar in Game Studies "Money and Games", I argue that game studies should systematically explore how economic condition afford and constrain game aesthetics.
SXSWedu 2018, Empathy in Action: Designing for NeurodiversityNina Ligon
We designed "Me, Myself and You" (MMY), a board game for adults with Autism with the local Autism community. By working with the community (rather than for) and leveraging empathy in action, our team co-created an impactful product with lasting effects. We're excited to submit our workshop proposal for this upcoming SxSWedu conference to help showcase our process for others to use in the problems they are passionate about solving in this space!
Thank you for your time and consideration,
Team MMY (Nina, Devika and Claire)
Video games have enjoyed sustained economic and cultural success for nearly four decades, with their success often attributed to their interactive nature: passive audiences become active users with a vested stake in the on-screen experience. However, as games continue their evolution from singular challenge/skill puzzles to narrative-rich virtual worlds, the manner in which we play and are affected by this play has been called into question. Specifically, given that users do not have an unlimited ability to process stimuli, one might challenge the implicit assumption that gamers interact with and are influenced by all on-screen content in a similar fashion. The following presentation outlines emerging theory and research into the ways in which gamers attend to different on-screen content, and how this implicit and explicit attention can impact the overall entertainment experience.
(An audio recording of the talk will be made available at: http://iutelecomgrad.wordpress.com/)
We’ll review and apply videoludic techniques to non strictly ludic contexts, focusing on the many roles storytelling can play in games and outside games.
Game Design for Product Ideas and UI Design: we consider game design as a tool for design. Not as as an "add on" (= gamification), but a deep analysis tool.
Public Interest Gaming by Alan GershenfeldRobin Alter
Here is a nice presentation by Alan Gershenfeld covering some the discussion points around public interest gaming which were discussed at the Game Developers Conference 2010 in San Francisco.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
GAMIFICATION IN A DIGITAL WORLD | ISTANBULJasmin Karatas
GAMIFICATION IN A DIGITAL WORLD was held at the Digital Age Summit in Istanbul on the 3rd May 2017. And deals with us as human beings, digital transformation, and our motivation.
In this paper from the Tampere Spring Seminar in Game Studies "Money and Games", I argue that game studies should systematically explore how economic condition afford and constrain game aesthetics.
SXSWedu 2018, Empathy in Action: Designing for NeurodiversityNina Ligon
We designed "Me, Myself and You" (MMY), a board game for adults with Autism with the local Autism community. By working with the community (rather than for) and leveraging empathy in action, our team co-created an impactful product with lasting effects. We're excited to submit our workshop proposal for this upcoming SxSWedu conference to help showcase our process for others to use in the problems they are passionate about solving in this space!
Thank you for your time and consideration,
Team MMY (Nina, Devika and Claire)
Video games have enjoyed sustained economic and cultural success for nearly four decades, with their success often attributed to their interactive nature: passive audiences become active users with a vested stake in the on-screen experience. However, as games continue their evolution from singular challenge/skill puzzles to narrative-rich virtual worlds, the manner in which we play and are affected by this play has been called into question. Specifically, given that users do not have an unlimited ability to process stimuli, one might challenge the implicit assumption that gamers interact with and are influenced by all on-screen content in a similar fashion. The following presentation outlines emerging theory and research into the ways in which gamers attend to different on-screen content, and how this implicit and explicit attention can impact the overall entertainment experience.
(An audio recording of the talk will be made available at: http://iutelecomgrad.wordpress.com/)
We’ll review and apply videoludic techniques to non strictly ludic contexts, focusing on the many roles storytelling can play in games and outside games.
Game Design for Product Ideas and UI Design: we consider game design as a tool for design. Not as as an "add on" (= gamification), but a deep analysis tool.
Museums and Learning: An open dialogue through digital transformation.
These are the slides of the presentation by Alice Filipponi and Pietro Polsinelli at the Museum Digital Transformation 2018 conference, https://mdt-conference.com/.
"The Ethics of Gamification and Gamified Learning" by Sherry Jones (April 16,...Sherry Jones
April 16, 2015 - This is my presentation on issues and research regarding gamification in higher education for the e-Learning Consortium of Colorado (eLCC) conference.
Abstract:
"Gamification is the application of game elements to non game context to influence user behavior. Gamified learning is to construct game-like environments to influence learner behavior. Researchers in Game Studies have raised ethical concerns over gamification. This presentation will address concerns and methods for ethical gamification of classrooms and LMSs."
Intervento di Pietro Polsinelli in Plenary Room - We’ll review Autography’s design as an exemplary case of persuasive application. We will immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We will then contrast it with superficial gamification efforts. We will propose some guidelines for an effective process of cooperative design and process for these complex media productions.
http://mdt-conference.com/applied-persuasive-playful-learning/
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
My presentation for October 25, 2013 - Metro State University of Denver (MSUD) Symposium for Teaching and Learning with Technology Conference 2013. Access Conference Schedule here: https://metroteachingwithtechday.pbworks.com/w/page/69613174/2013%20Schedule
Accessible Games | blind ready, social and educational activitiesNazzareno Giannelli
An introduction to our innovative products.
"We believe in a future where games are not a distraction, but a valuable alternative to traditional education, a powerful weapon against discrimination and isolation."
Giochi Accessibili is an italian startup developing game actrivities playable also by blind and visually impaired people.
At the Social Simulation and Serious Games special track at ESSA 2014, Jeroen Linssen gave this talk about his ideas for a serious game for the improvement of social awareness of police officers and why he thinks that game mechanics can be used to offer a better learning experience than simply having a strict simulation of a certain situation.
Pietro Polsinelli discusses a diverse set of applied game projects that he curated, focusing on common mistakes and solutions that are specific to the applied game process, in particular working with field experts that have no experience with games. The talks will consider the (no)estimation, concept, design and production phases/loops, providing tips, modelling and conceptual tools to improve the quality of the process and of the resulting game.
In the context of a #fuckupnight in Florence at Impact HUB, I presented a half serious formula for reconstructing my spectacular crowd funding failure.
We review Autography design as an exemplary case of persuasive application. We immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We then contrast it with superficial gamification efforts. We propose some guidelines for an effective process of cooperative design and process for these complex media productions.
Working with a no longer minuscule set of customers on applied games of a really wide spectrum of themes I've noticed in the early phases some misunderstanding that recur. In order to help both parties (game designers and field experts) to reach a common ground, I've set the misunderstandings in extreme and simplified form so you may use them as vaccine :-)
The smartphone game People in Love is presented for the first time: the theme: urban design & happines, the problem about smart cities, and then also some game play screens.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
I present how using very simple HTML5 techniques integrating SVG in the DOM we can have a mobile HTML5 app on "creating moods" with a short production cycle. The I show how to integrate it to Facebook with a pure JavaScript solution.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
18. Help people that are evolving
towards a chronic desease by
influencing behavior and
disrupting this evolution.
NDA
18
19. How can technology change my health?
By measuring? By competing?
Tending towards a chronic condition,
I’m already in a fight, just don’t need
more. But need, need there is.
20. How can I change the story of my way
of living? Medecine is aware of the
power of storytelling.
A game can move you, just like a good
book or movie.
30. Sunday, June 21, 2015
… to develop and implement a
game infused e-learning tool
to promote early access to
services with neglect and
abuse for young people on the
move in Europe
Mission. 30
31. EU project: deal with these
matters harmonically and
effectively across EU.
31
50. Games are a mature and pervasive
media
Games can articulate a wide range of
non trivial ideas and emotions
Good games can’t be done taking
shortcuts
50
51. My twitter stream is
mostly dedicated to
game design
@ppolsinelli
A blog on game design
designagame.eu
51