The document discusses applied games and serious games. It provides background on Dr. Paul Pivec and his experience in technology, games, and applied games. It then discusses different types of applied games including commercial games used for teaching, serious games designed for teaching, and games for health. Key points are made about designing applied games for specific platforms, audiences, and learning objectives while developing within a given budget.
Some thoughts to consider when you think about publishing your indie game. This was a workshop for Framtiden, a 10 week startup program for game studios that want to apply at the Incubator program in Skövde, Sweden.
Some thoughts to consider when you think about publishing your indie game. This was a workshop for Framtiden, a 10 week startup program for game studios that want to apply at the Incubator program in Skövde, Sweden.
Presentation from the UK's Inter Uni Game Jam 2012 at Nottingham Trent University 17th - 18th of Nov 2012 teams from across UK Unis building Awesome games
André Thomas - From Research Lab to Commercial ProductSeriousGamesAssoc
Presenter: André Thomas, Lecturer, Department of Visualization, LIVE Lab / Texas A&M University
In this talk I will share our experience designing and developing a proof of concept for a learning game in a research lab and taking it all the way to a full product. During the talk we illustrate our experience in setting up a spin-off company from the university and will talk about pitfalls and lessons learned along the way.
Keynote iGBL Conference. Digital Me. A Revolutionary Game-Based Method to Off...Paul Pivec
The Digital Me Project: A Revolutionary Game-Based Method to Offset Learning Disabilities. Keynote talk at iGBL 2014. Dr Paul Pivec. Design criteria for serious games design. Design criteria for mobile app design.
Presenter: Kaitlyn Witman, Rainfactory, Cofounder & Director of Product Marketing
Crowdfunding has exploded in the past few years as a way to quickly rally a community around a product. It's created a unique opportunity to pitch your story to millions of early adopters. Now, marketers at all levels are adapting this formula to launch all types of products large and small. The best campaigns come from a proven method, and all follow this unspoken format of storytelling. Dive in & dissect what makes each pitch successful. Crowdsource ideas and build a community. In this session, learn the art of crafting the perfect product pitch from a seasoned veteran of nearly 40 crowdfunding campaigns, 14 of which have raised over $1 million.
Présentation sur le crowdfunding dans le processus de développement de jeu vidéo, son historique, les besoins, les bénéfices et les risques. L’objectif de cette recherche est de pouvoir comprendre l’application du crowdfunding comme solution alternatif pour financer les projets relatifs au développement de jeu vidéo au Maroc.
Answers to questions like:
What’s your blog’s voice?
Are you funny? Serious? Irreverent?
Is your voice YOU or someone else?
Is your content topical?
Will you have guests?
How are you with people?
Who is your audience?
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Who is your competition?
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Assignment Five, Part B: Webpage Visual Design and Online Prototype
Output: Webpage visual design
Goals: Learn the fundamentals of visual design for a website page
In September 2007 I gave this presentation at CoFesta, a Japanese conference associated with Tokyo Game Show. It's fascinating to see how things have progressed since then!
It’s easier than ever to create a startup around a new, innovative idea. But most startups fail -- and most innovative products never take off. What differentiates the projects that DO take off? What habits, behaviors and attitudes are shared by the teams who create genre-defining hits? In this talk, you’ll learn the 7 habits of breakthrough innovators - brought to life with front-line stories from the early days of eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Pley. You’ll come away with a smarter approach to innovative product design - and practical, actionable design shortcuts you can use right away to turbo-charge your path towards product/market fit.
7 Years of Independent Publishing | Dieter SchoellerJessica Tams
Delivered at Casual Connect Europe 2016
This talk will briefly summarize the lessons learned over the last seven years when it comes to publishing independent games, collaborating with young studios and successfully bringing their games to market. Having built up all pillars of distribution, from dinosaur retail business to Steam to mobile to digital console, we will share an insight into best practices and the biggest failures encountered along this path through concrete case studies and subjective insights.
Presentation from the UK's Inter Uni Game Jam 2012 at Nottingham Trent University 17th - 18th of Nov 2012 teams from across UK Unis building Awesome games
André Thomas - From Research Lab to Commercial ProductSeriousGamesAssoc
Presenter: André Thomas, Lecturer, Department of Visualization, LIVE Lab / Texas A&M University
In this talk I will share our experience designing and developing a proof of concept for a learning game in a research lab and taking it all the way to a full product. During the talk we illustrate our experience in setting up a spin-off company from the university and will talk about pitfalls and lessons learned along the way.
Keynote iGBL Conference. Digital Me. A Revolutionary Game-Based Method to Off...Paul Pivec
The Digital Me Project: A Revolutionary Game-Based Method to Offset Learning Disabilities. Keynote talk at iGBL 2014. Dr Paul Pivec. Design criteria for serious games design. Design criteria for mobile app design.
Presenter: Kaitlyn Witman, Rainfactory, Cofounder & Director of Product Marketing
Crowdfunding has exploded in the past few years as a way to quickly rally a community around a product. It's created a unique opportunity to pitch your story to millions of early adopters. Now, marketers at all levels are adapting this formula to launch all types of products large and small. The best campaigns come from a proven method, and all follow this unspoken format of storytelling. Dive in & dissect what makes each pitch successful. Crowdsource ideas and build a community. In this session, learn the art of crafting the perfect product pitch from a seasoned veteran of nearly 40 crowdfunding campaigns, 14 of which have raised over $1 million.
Présentation sur le crowdfunding dans le processus de développement de jeu vidéo, son historique, les besoins, les bénéfices et les risques. L’objectif de cette recherche est de pouvoir comprendre l’application du crowdfunding comme solution alternatif pour financer les projets relatifs au développement de jeu vidéo au Maroc.
Answers to questions like:
What’s your blog’s voice?
Are you funny? Serious? Irreverent?
Is your voice YOU or someone else?
Is your content topical?
Will you have guests?
How are you with people?
Who is your audience?
What kind of blog/content do you have?
Who is your competition?
Create a content plan
Ask for permission
Assignment Five, Part B: Webpage Visual Design and Online Prototype
Output: Webpage visual design
Goals: Learn the fundamentals of visual design for a website page
In September 2007 I gave this presentation at CoFesta, a Japanese conference associated with Tokyo Game Show. It's fascinating to see how things have progressed since then!
It’s easier than ever to create a startup around a new, innovative idea. But most startups fail -- and most innovative products never take off. What differentiates the projects that DO take off? What habits, behaviors and attitudes are shared by the teams who create genre-defining hits? In this talk, you’ll learn the 7 habits of breakthrough innovators - brought to life with front-line stories from the early days of eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Pley. You’ll come away with a smarter approach to innovative product design - and practical, actionable design shortcuts you can use right away to turbo-charge your path towards product/market fit.
7 Years of Independent Publishing | Dieter SchoellerJessica Tams
Delivered at Casual Connect Europe 2016
This talk will briefly summarize the lessons learned over the last seven years when it comes to publishing independent games, collaborating with young studios and successfully bringing their games to market. Having built up all pillars of distribution, from dinosaur retail business to Steam to mobile to digital console, we will share an insight into best practices and the biggest failures encountered along this path through concrete case studies and subjective insights.
Cognitive Assessment & Training Application, using Enhanced Game Design to Accelerate Learning, targeted to offset Late Effects as a result of Child Cancer Treatment. Please visit http://digitalme.piveclabs.com/
The ENGAGE Learning portal and tools were presented at this workshop and knowledge will be provided on the step by step introduction of game-based learning. The tools will support workshop participants in how to select, modify, design and adopt games for their own classes, regarding their local and cultural agendas. Selected use cases of game-based learning were presented and explained. The workshop was carried out interleaving presentations, demonstrations, discussions and group work.
The ENGAGE Learning portal and tools were presented at this workshop and knowledge will be provided on the step by step introduction of game-based learning. The tools will support workshop participants in how to select, modify, design and adopt games for their own classes, regarding their local and cultural agendas. Selected use cases of game-based learning were presented and explained. The workshop was carried out interleaving presentations, demonstrations, discussions and group work.
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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.
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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!
2. WHO AM I
Dr Paul Pivec
• PhD in Game design Frameworks
• Masters in Cognitive Learning from Games
• Graduate Diploma in Games for Disabilities
• 10 years in Academia teaching at Masters Level
• 35+ years in Software & Technology Development
Scaph Xchange - Dr Paul Pivec
3. WHAT I HAVE DONE
Technology Industry
• 1980 - Developed first NZ Database eCommerce system
• 1990 - Created First Multiprotocol System for Aust. Govt.
• 1995 - Designed/Developed Graphical Interface for AT&T
• 1998 - Developed Drag&Drop Multimedia IDE
• 2002 - Designed unbreakable Encryption program
Scaph Xchange - Dr Paul Pivec
4. WHAT I HAVE DONE
Game Industry
• 1986 - Sole Programmer: Space Wars (multiplayer text)
• 1991 - Sole Programmer: Bonzo (2D Platform)
• 1995 - Lead Programmer: Road Wars (3D multiplayer FPS)
• 1998 - Lead Designer: Various (Flash Promotional Games)
• 2005 - Producer: Cube (AAA Title, Playstation PSP)
Scaph Xchange - Dr Paul Pivec
5. WHAT I AM DOING
Current Products
• Nigel McGill’s SaxApps - Recording, Beats, Tuner, etc
• SellPro - CRM iOS Small Business Database Systems
• SelfieCam - Social Networking Photo app
• Game Design Campus - Online Game Design & Development
• Summer School Promo - Unity 3D FP Mobile 2013/2014
• Digital Me - Game Framework to offset learning disabilities
• Dexterity - Mobile Puzzle game with cognitive learning
Scaph Xchange - Dr Paul Pivec
7. APPLIED GAMES
“a serious game or applied game is a game
designed for a primary purpose other than pure
entertainment.”
Scaph Xchange - Dr Paul Pivec
Wikipedia, 2014
8. APPLIED GAMES
“a serious game or applied game is a game
designed for a primary purpose other than pure
entertainment.”
Scaph Xchange - Dr Paul Pivec
Wikipedia, 2014
an applied game can be a game designed for
entertainment and applied to a learning objective.
9. APPLIED GAMES
Commercial games (cots) used to teach….
• Minecraft
• Portal
• Zoo Tycoon
• Myst
• Civilisation
• Sim City
• Buzz
• Dance Dance Revolution
• Grand Theft Auto
Scaph Xchange - Dr Paul Pivec
10. APPLIED GAMES
Commercial games (cots) used to teach….
• Minecraft
• Portal
• Zoo Tycoon
• Myst
• Civilisation
• Sim City
• Buzz
• Dance Dance Revolution
• Grand Theft Auto
Cost: € 10 - 100 million
Scaph Xchange - Dr Paul Pivec
11. APPLIED GAMES
Serious games used to teach….
• PING
• InQuizitor
• Global Conflict
• Mingoville
• Dimexian
• CityOne
• Robocode
• Ludwig
• Science Pirates
Scaph Xchange - Dr Paul Pivec
12. APPLIED GAMES
Serious games used to teach….
• PING
• InQuizitor
• Global Conflict
• Mingoville
• Dimexian
• CityOne
• Robocode
• Ludwig
• Science Pirates
Cost: € 50 - 500k
Scaph Xchange - Dr Paul Pivec
13. APPLIED GAMES
Games for Health
• Rehabilitation / Treatment
• Cognitive Advancement / Diagnosis
• Fitness / Exergaming
• Weight Issues / Nutrition
• Health Monitoring / Assessment / Awareness
• Sexual Health / Awareness
• Empathy Training / Condition Management Games
• Medical Training / Recruitment / Sustainability
Scaph Xchange - Dr Paul Pivec
14. GAMES FOR HEALTH
• Rehabilitation / Treatment
Scaph Xchange - Dr Paul Pivec
https://www.sparx.org.nz/
“SPARX”
15. GAMES FOR HEALTH
• Cognitive Advancement / Diagnosis
http://www.lumosity.com
Scaph Xchange - Dr Paul Pivec
http://digitalme.piveclabs.com
16. GAMES FOR HEALTH
• Fitness / Exergaming
Scaph Xchange - Dr Paul Pivec
http://www.stepmania.com
17. GAMES FOR HEALTH
• Weight Issues / Nutrition
http://www.escapefromdiab.com http://www.rhinomob.com
Scaph Xchange - Dr Paul Pivec
18. GAMES FOR HEALTH
• Health Monitoring / Assessment / Awareness
Scaph Xchange - Dr Paul Pivec
http://www.clinicalvirology.org
http://immuneattack.org
19. GAMES FOR HEALTH
• Sexual Health / Awareness
http://www.ovos.at
Scaph Xchange - Dr Paul Pivec
“SpermEx”
20. GAMES FOR HEALTH
• Empathy Training / Condition Management Games
http://gambit.mit.edu
Scaph Xchange - Dr Paul Pivec
http://www.re-mission.net
21. GAMES FOR HEALTH
• Medical Training
http://www.anatomylab.com
Scaph Xchange - Dr Paul Pivec
http://www.virtualheroes.com
22. GAMES FOR HEALTH
• Medical Recruitment
http://www.defencejobs.gov.au http://syrum-game.com
Scaph Xchange - Dr Paul Pivec
23. APPLIED GAMES
• Game Platforms
Scaph Xchange - Dr Paul Pivec
25. APPLIED GAME DESIGN
Design for Platform
• Computer
• Browser
• Tablet
• Smartphone
Scaph Xchange - Dr Paul Pivec
26. APPLIED GAME DESIGN
Design for Platform
• Computer
• Browser
• Tablet
• Smartphone
Scaph Xchange - Dr Paul Pivec
PC/Windows, Mac/OSX
IE, Firefox, Chrome, Safari
Android, Windows, iOS
Android, Windows, iOS
27. APPLIED GAME DESIGN
Design for Platform
• Computer
• Browser
• Tablet
• Smartphone
Scaph Xchange - Dr Paul Pivec
PC/Windows, Mac/OSX
IE, Firefox, Chrome, Safari
Android, Windows, iOS
Android, Windows, iOS
Age Group Audience
Gender Preferences
Anytime, Anywhere
Cultural location
28. APPLIED GAME DESIGN
Game Genre Target Audience Preferred Platform
Scaph Xchange - Dr Paul Pivec
29. APPLIED GAME DESIGN
Game Genre Target Audience Preferred Platform
Scaph Xchange - Dr Paul Pivec
Your Game
30. APPLIED GAME DESIGN
Game Genre Target Audience Preferred Platform
Scaph Xchange - Dr Paul Pivec
Your Game
Your Budget
31. APPLIED GAME DEVELOPMENT
Take Home 1: Know your Market
Scaph Xchange - Dr Paul Pivec
• Platform
• Genre
• Culture
• Learning Style
32. APPLIED GAME DEVELOPMENT
Take Home 1: Know your Market
Scaph Xchange - Dr Paul Pivec
• Platform
• Genre
• Culture
• Learning Style
Example: Recruitment games
33. APPLIED GAME DEVELOPMENT
Take Home 2: Design your Game for
Scaph Xchange - Dr Paul Pivec
• Target Market
• Learning Objectives
• Replayability
• Sustainability
34. APPLIED GAME DEVELOPMENT
Take Home 2: Design your Game for
Scaph Xchange - Dr Paul Pivec
• Target Market
• Learning Objectives
• Replayability
• Sustainability
Example: Replayabilty
35. APPLIED GAME DEVELOPMENT
Take Home 3: Develop within your Budget
Scaph Xchange - Dr Paul Pivec
• Gamify proven Theories
• Involve Subject Experts
• Consider Indie Developers
36. APPLIED GAME DEVELOPMENT
Take Home 3: Develop within your Budget
Scaph Xchange - Dr Paul Pivec
• Gamify proven Theories
• Involve Subject Experts
• Consider Indie Developers
Example: Development Costs
37. APPLIED GAME DEVELOPMENT
Take Home 4: Look to the Future
Scaph Xchange - Dr Paul Pivec
• Anytime, Anywhere learning
• Casual Learning, Small learning Bites
• Build a Brand, Likeable Characters
38. APPLIED GAME DEVELOPMENT
Take Home 4: Look to the Future
Scaph Xchange - Dr Paul Pivec
• Anytime, Anywhere learning
• Casual Learning, Small learning Bites
• Build a Brand, Likeable Characters
Example: Future Proofing
39. APPLIED GAME DEVELOPMENT
• Know your Market - Specify your Requirements
• Design your Game - 60% Design, 40% Development
• Develop within your Budget - Start with MVP and Grow
• Look to the Future - Iterative Development, Plan for Updates
Scaph Xchange - Dr Paul Pivec
40. APPLIED GAME DEVELOPMENT
• Know your Market - Specify your Requirements
• Design your Game - 60% Design, 40% Development
• Develop within your Budget - Start with MVP and Grow
• Look to the Future - Iterative Development, Plan for Updates
Example: Commercial Costs
Scaph Xchange - Dr Paul Pivec
Facebook Game
Dev Time: 12-24 mnths
Cost: € 300-700k
3D Game
Dev Time: 24+ mnths
Cost: € 1 - 10m
Mobile Game
Dev Time: 6-9 mnths
Cost: € 200-500k
41. APPLIED GAME DEVELOPMENT
• Know your Market - Specify your Requirements
• Design your Game - 60% Design, 40% Development
• Develop within your Budget - Start with MVP and Grow
• Look to the Future - Iterative Development, Plan for Updates
Example: Indie Costs
Scaph Xchange - Dr Paul Pivec
Facebook Game
Dev Time: 9-12 mnths
Cost: € 70-150k
3D Game
Dev Time: 12+ mnths
Cost: € 100 - 500k
Mobile Game
Dev Time: 4-6 mnths
Cost: € 30-90k