The document discusses how to sustain passionate users by making applications more engaging through game-like mechanics. It suggests adding goals, challenges, rewards and other elements to give users a new layer of fun and motivation to continue engaging with an application over the long term. The core idea is that integrating game design principles can increase user enjoyment and likelihood of ongoing participation.
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
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.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
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.
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
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.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
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.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
Games, Simulations and Gamification in Learning Design and Delivery Karl Kapp
What role should games, simulations and gamification play in learning design and delivery?
Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This interactive presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success. Discover how research-based practices fit in with today's fast-paced need for quick, effective instruction.
The Power of Play: Learning with The Knowledge GuruScott Thomas, MBA
How do you use the power of play to help people learn? ExactTarget, a global software as a service (SaaS) company, did it with a custom game created with the Knowledge Guru game engine. Players got immersed; the company got learning results.
The Knowledge Guru mobile or desktop game uses repetition and spaced learning to ensure long-term retention. This session will showcase the game and tell you how and why it works. It will also demo Knowledge Guru’s ability to track the learning as players play.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
Games, Gamification and Innovative Learning Techniques (Chinese Translation)Karl Kapp
Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers around the global in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success.
In this Session, you will learn:
• How to apply game-based strategies to the presentation of learning content.
• Three principles for adding gamification and game-ideas to learning curriculums.
• Attributes of games that improve learning recall and application.
• How gamification impacts learning design and development.
Systems Based Gamification Volimen I: PlayEugene Sheely
In this essay I describe the basic philosophy of my consultancy and design practices in education: Play is not about fun, it's evolutionary purpose is to increase the tacit understanding of the complexities in the real world. It supercharges the understanding of relationships between different components in our world.
“The child amidst his baubles is learning the action of light, motion, gravity, muscular force; and in the game of human life, love, fear, justice, appetite and man... interact.” Ralph Waldo Emerson
It's a dry and probably boring work but I lay down some the scientific principles for game-based learning I've developed as a designer. I introduce why a lot of the currently popular gamification attempts for education are psydoscientific and give out principles backed up by scientific research on how to develop cognitive skills with games and their pedagogy.
A lot of the popular engagement techniques in gamification for education are based on techniques developed by casual game companies like Zynga. This is fundamentally a flawed approach filled with psudoscientific claims by the "gamification gurus."
This work bases it's design principles on scientific research on games with origins outside the virtual-world like chess and the process grandmasters have to go through to achieve world-class performance. It's disregards the popular techniques that claim they'll fix education by discovering how Farmville got people to water virtual crops.
This presentation discusses identifying the “Learning” Elements of Instructional, Learning-Focused Games. It will look at such elements as the best method for including a game into a corporate curriculum and game features that lead to impactful learning outcomes. It also discusses game elements that have been directly linked to 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
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
Games, Simulations and Gamification in Learning Design and Delivery Karl Kapp
What role should games, simulations and gamification play in learning design and delivery?
Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This interactive presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success. Discover how research-based practices fit in with today's fast-paced need for quick, effective instruction.
The Power of Play: Learning with The Knowledge GuruScott Thomas, MBA
How do you use the power of play to help people learn? ExactTarget, a global software as a service (SaaS) company, did it with a custom game created with the Knowledge Guru game engine. Players got immersed; the company got learning results.
The Knowledge Guru mobile or desktop game uses repetition and spaced learning to ensure long-term retention. This session will showcase the game and tell you how and why it works. It will also demo Knowledge Guru’s ability to track the learning as players play.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
Games, Gamification and Innovative Learning Techniques (Chinese Translation)Karl Kapp
Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers around the global in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success.
In this Session, you will learn:
• How to apply game-based strategies to the presentation of learning content.
• Three principles for adding gamification and game-ideas to learning curriculums.
• Attributes of games that improve learning recall and application.
• How gamification impacts learning design and development.
Systems Based Gamification Volimen I: PlayEugene Sheely
In this essay I describe the basic philosophy of my consultancy and design practices in education: Play is not about fun, it's evolutionary purpose is to increase the tacit understanding of the complexities in the real world. It supercharges the understanding of relationships between different components in our world.
“The child amidst his baubles is learning the action of light, motion, gravity, muscular force; and in the game of human life, love, fear, justice, appetite and man... interact.” Ralph Waldo Emerson
It's a dry and probably boring work but I lay down some the scientific principles for game-based learning I've developed as a designer. I introduce why a lot of the currently popular gamification attempts for education are psydoscientific and give out principles backed up by scientific research on how to develop cognitive skills with games and their pedagogy.
A lot of the popular engagement techniques in gamification for education are based on techniques developed by casual game companies like Zynga. This is fundamentally a flawed approach filled with psudoscientific claims by the "gamification gurus."
This work bases it's design principles on scientific research on games with origins outside the virtual-world like chess and the process grandmasters have to go through to achieve world-class performance. It's disregards the popular techniques that claim they'll fix education by discovering how Farmville got people to water virtual crops.
This presentation discusses identifying the “Learning” Elements of Instructional, Learning-Focused Games. It will look at such elements as the best method for including a game into a corporate curriculum and game features that lead to impactful learning outcomes. It also discusses game elements that have been directly linked to 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
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
The Core Model: Getting to business while making friendsAudun Rundberg
On January 29th, I held a webinar together with GatherContent. The topic was how the core model and pair writing helps you create content that works for your clients, and their users - while still being friends with the people in your business, or even making some new ones!
Gamification is hot buzzword at the moment; pity it sucks, eh?
Game mechanics and game design techniques have been a much proliferated meme in the UX, IxD, and design worlds as of late (for varying definitions of ‘late’). Touted as a ‘solution’ to the challenge of motivating certain behaviour in users, or making experiences more engaging, sadly these elements of the game development world are often blindly applied without finesse or elegance – akin to to hitting the user over the head with a colourful hammer.
I’ve given countless talks on gamification products, adding game mechanics to services, and motivating and engaging users through glorious interrelated feedback systems. All of it, well — most of it — was wrong.
Game design techniques aren’t applicable to every interaction design situation, but when they are they can make the experience that much more compelling, sticky and entertaining. The situations where they are truly, deeply applicable are few and far between. This session will help you spot those situations.
Using examples from the last half a decade of building gamified and non-gamified services and apps for consumers, this session will show you exactly why gamification sucks, why that’s actually quite a pity, and how you can fix it.
This session is about putting the heart and soul of game design into designing experiences, and using it to focus the well-meaning intention of games in the first place: making stuff more fun! This session is for everyone.
Are play and work opposites? In this invited keynote at the Control Systems 2016 conference in Stockholm, I argue that we hold three common misconceptions about work, play, and motivation that have us misjudge how work may be made more playful.
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/
Game On: Everything you need to know about how games are changing the worldJeremy Johnson
Gaming is at a tipping point, never before have games effected our day-to-day lives in such a substantial way. From entertaining yourself on the subway with Angry Birds, to solving the world's greatest problems - gaming is quickly becoming a mainstream way to explore, communicate, connect, and work.
With "Game On" Jeremy Johnson will take you on a tour of gaming trends - which includes everyone's favorite gaming buzz words: gamification, gameful, game layer, gamestorming, game mechanics, gameplay, game theory and good old video games. How's that for a extra helping of games? Let's top it off with a Call of Duty deathmatch - who's game?
This presentation was given at Big Design 2011 in Dallas Texas. #bigd11
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.
Tools of Engagement: "Tools of Engagement: Gamification, Storytelling and A...Karl Kapp
Using game elements to create interactive, engaging instruction doesn't have to mean investing hours and hours into the development of a full-scale Halo-type game. Creating an interactive, game-like learning experience can be done simply and easily with PowerPoint, a little imagination, and an audience response system. In this workshop, you will create an interactive game-like learning experience using game thinking and game elements such as storytelling, mystery, immediate feedback, and friendly competition. Learn how to craft a gamified instructional story based on learning science to engage, motivate and educate your learners.
NOTE: Please bring a laptop or a tablet with PowerPoint and a phone capable of texting so that you can both experience and design engaging game-like instruction.
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.
My slides from NXNEi 2011, a game designer's perspective on gamification. It's a crash course primer, an invitation to be critical, and a starting point for designers interested in what game design might have to offer.
The conversation has proceeded and become more involved since I did this in June 2011, but more perspectives on this practice can't hurt.
Similar to Stephen Anderson: Long after the Thrill - Sustaining Passionate Users (Webdagene 2011) (20)
As a film director, I have always been awestruck by the magic of animation. Animation, a medium once considered solely for the amusement of children, has undergone a significant transformation over the years. Its evolution from a rudimentary form of entertainment to a sophisticated form of storytelling has stirred my creativity and expanded my vision, offering limitless possibilities in the realm of cinematic storytelling.
In the vast landscape of cinema, stories have been told, retold, and reimagined in countless ways. At the heart of this narrative evolution lies the concept of a "remake". A successful remake allows us to revisit cherished tales through a fresh lens, often reflecting a different era's perspective or harnessing the power of advanced technology. Yet, the question remains, what makes a remake successful? Today, we will delve deeper into this subject, identifying the key ingredients that contribute to the success of a remake.
Meet Crazyjamjam - A TikTok Sensation | Blog EternalBlog Eternal
Crazyjamjam, the TikTok star everyone's talking about! Uncover her secrets to success, viral trends, and more in this exclusive feature on Blog Eternal.
Source: https://blogeternal.com/celebrity/crazyjamjam-leaks/
Skeem Saam in June 2024 available on ForumIsaac More
Monday, June 3, 2024 - Episode 241: Sergeant Rathebe nabs a top scammer in Turfloop. Meikie is furious at her uncle's reaction to the truth about Ntswaki.
Tuesday, June 4, 2024 - Episode 242: Babeile uncovers the truth behind Rathebe’s latest actions. Leeto's announcement shocks his employees, and Ntswaki’s ordeal haunts her family.
Wednesday, June 5, 2024 - Episode 243: Rathebe blocks Babeile from investigating further. Melita warns Eunice to stay clear of Mr. Kgomo.
Thursday, June 6, 2024 - Episode 244: Tbose surrenders to the police while an intruder meddles in his affairs. Rathebe's secret mission faces a setback.
Friday, June 7, 2024 - Episode 245: Rathebe’s antics reach Kganyago. Tbose dodges a bullet, but a nightmare looms. Mr. Kgomo accuses Melita of witchcraft.
Monday, June 10, 2024 - Episode 246: Ntswaki struggles on her first day back at school. Babeile is stunned by Rathebe’s romance with Bullet Mabuza.
Tuesday, June 11, 2024 - Episode 247: An unexpected turn halts Rathebe’s investigation. The press discovers Mr. Kgomo’s affair with a young employee.
Wednesday, June 12, 2024 - Episode 248: Rathebe chases a criminal, resorting to gunfire. Turf High is rife with tension and transfer threats.
Thursday, June 13, 2024 - Episode 249: Rathebe traps Kganyago. John warns Toby to stop harassing Ntswaki.
Friday, June 14, 2024 - Episode 250: Babeile is cleared to investigate Rathebe. Melita gains Mr. Kgomo’s trust, and Jacobeth devises a financial solution.
Monday, June 17, 2024 - Episode 251: Rathebe feels the pressure as Babeile closes in. Mr. Kgomo and Eunice clash. Jacobeth risks her safety in pursuit of Kganyago.
Tuesday, June 18, 2024 - Episode 252: Bullet Mabuza retaliates against Jacobeth. Pitsi inadvertently reveals his parents’ plans. Nkosi is shocked by Khwezi’s decision on LJ’s future.
Wednesday, June 19, 2024 - Episode 253: Jacobeth is ensnared in deceit. Evelyn is stressed over Toby’s case, and Letetswe reveals shocking academic results.
Thursday, June 20, 2024 - Episode 254: Elizabeth learns Jacobeth is in Mpumalanga. Kganyago's past is exposed, and Lehasa discovers his son is in KZN.
Friday, June 21, 2024 - Episode 255: Elizabeth confirms Jacobeth’s dubious activities in Mpumalanga. Rathebe lies about her relationship with Bullet, and Jacobeth faces theft accusations.
Monday, June 24, 2024 - Episode 256: Rathebe spies on Kganyago. Lehasa plans to retrieve his son from KZN, fearing what awaits.
Tuesday, June 25, 2024 - Episode 257: MaNtuli fears for Kwaito’s safety in Mpumalanga. Mr. Kgomo and Melita reconcile.
Wednesday, June 26, 2024 - Episode 258: Kganyago makes a bold escape. Elizabeth receives a shocking message from Kwaito. Mrs. Khoza defends her husband against scam accusations.
Thursday, June 27, 2024 - Episode 259: Babeile's skillful arrest changes the game. Tbose and Kwaito face a hostage crisis.
Friday, June 28, 2024 - Episode 260: Two women face the reality of being scammed. Turf is rocked by breaking
Maximizing Your Streaming Experience with XCIPTV- Tips for 2024.pdfXtreame HDTV
In today’s digital age, streaming services have become an integral part of our entertainment lives. Among the myriad of options available, XCIPTV stands out as a premier choice for those seeking seamless, high-quality streaming. This comprehensive guide will delve into the features, benefits, and user experience of XCIPTV, illustrating why it is a top contender in the IPTV industry.
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From Slave to Scourge: The Existential Choice of Django Unchained. The Philos...Rodney Thomas Jr
#SSAPhilosophy #DjangoUnchained #DjangoFreeman #ExistentialPhilosophy #Freedom #Identity #Justice #Courage #Rebellion #Transformation
Welcome to SSA Philosophy, your ultimate destination for diving deep into the profound philosophies of iconic characters from video games, movies, and TV shows. In this episode, we explore the powerful journey and existential philosophy of Django Freeman from Quentin Tarantino’s masterful film, "Django Unchained," in our video titled, "From Slave to Scourge: The Existential Choice of Django Unchained. The Philosophy of Django Freeman!"
From Slave to Scourge: The Existential Choice of Django Unchained – The Philosophy of Django Freeman!
Join me as we delve into the existential philosophy of Django Freeman, uncovering the profound lessons and timeless wisdom his character offers. Through his story, we find inspiration in the power of choice, the quest for justice, and the courage to defy oppression. Django Freeman’s philosophy is a testament to the human spirit’s unyielding drive for freedom and justice.
Don’t forget to like, comment, and subscribe to SSA Philosophy for more in-depth explorations of the philosophies behind your favorite characters. Hit the notification bell to stay updated on our latest videos. Let’s discover the principles that shape these icons and the profound lessons they offer.
Django Freeman’s story is one of the most compelling narratives of transformation and empowerment in cinema. A former slave turned relentless bounty hunter, Django’s journey is not just a physical liberation but an existential quest for identity, justice, and retribution. This video delves into the core philosophical elements that define Django’s character and the profound choices he makes throughout his journey.
Link to video: https://youtu.be/GszqrXk38qk
Panchayat Season 3 - Official Trailer.pdfSuleman Rana
The dearest series "Panchayat" is set to make a victorious return with its third season, and the fervor is discernible. The authority trailer, delivered on May 28, guarantees one more enamoring venture through the country heartland of India.
Jitendra Kumar keeps on sparkling as Abhishek Tripathi, the city-reared engineer who ends up functioning as the secretary of the Panchayat office in the curious town of Phulera. His nuanced depiction of a young fellow exploring the difficulties of country life while endeavoring to adjust to his new environmental factors has earned far and wide recognition.
Neena Gupta and Raghubir Yadav return as Manju Devi and Brij Bhushan Dubey, separately. Their dynamic science and immaculate acting rejuvenate the hardships of town administration. Gupta's depiction of the town Pradhan with an ever-evolving outlook, matched with Yadav's carefully prepared exhibition, adds profundity and credibility to the story.
New Difficulties and Experiences
The trailer indicates new difficulties anticipating the characters, as Abhishek keeps on wrestling with his part in the town and his yearnings for a superior future. The series has reliably offset humor with social editorial, and Season 3 looks ready to dig much more profound into the intricacies of rustic organization and self-awareness.
Watchers can hope to see a greater amount of the enchanting and particular residents who have become fan top picks. Their connections and the one of a kind cut of-life situations give a reviving and interesting portrayal of provincial India, featuring the two its appeal and its difficulties.
A Mix of Humor and Heart
One of the signs of "Panchayat" is its capacity to mix humor with sincere narrating. The trailer features minutes that guarantee to convey giggles, as well as scenes that pull at the heartstrings. This equilibrium has been a critical calculate the show's prosperity, resounding with crowds across different socioeconomics.
Creation Greatness
The creation quality remaining parts first rate, with the beautiful setting of Phulera town filling in as a scenery that upgrades the narrating. The meticulousness in portraying provincial life, joined with sharp composition and solid exhibitions, guarantees that "Panchayat" keeps on hanging out in the packed web series scene.
Expectation and Delivery
As the delivery date draws near, expectation for "Panchayat" Season 3 is at a record-breaking high. The authority trailer has previously created critical buzz, with fans enthusiastically anticipating the continuation of Abhishek Tripathi's excursion and the new undertakings that lie ahead in Phulera.
All in all, the authority trailer for "Panchayat" Season 3 recommends that watchers are in for another drawing in and engaging ride. Yet again with its charming characters, convincing story, and ideal mix of humor and show, the new season is set to enamor crowds. Write in your schedules and prepare to get back to the endearing universe of "Panchayat."
Scandal! Teasers June 2024 on etv Forum.co.zaIsaac More
Monday, 3 June 2024
Episode 47
A friend is compelled to expose a manipulative scheme to prevent another from making a grave mistake. In a frantic bid to save Jojo, Phakamile agrees to a meeting that unbeknownst to her, will seal her fate.
Tuesday, 4 June 2024
Episode 48
A mother, with her son's best interests at heart, finds him unready to heed her advice. Motshabi finds herself in an unmanageable situation, sinking fast like in quicksand.
Wednesday, 5 June 2024
Episode 49
A woman fabricates a diabolical lie to cover up an indiscretion. Overwhelmed by guilt, she makes a spontaneous confession that could be devastating to another heart.
Thursday, 6 June 2024
Episode 50
Linda unwittingly discloses damning information. Nhlamulo and Vuvu try to guide their friend towards the right decision.
Friday, 7 June 2024
Episode 51
Jojo's life continues to spiral out of control. Dintle weaves a web of lies to conceal that she is not as successful as everyone believes.
Monday, 10 June 2024
Episode 52
A heated confrontation between lovers leads to a devastating admission of guilt. Dintle's desperation takes a new turn, leaving her with dwindling options.
Tuesday, 11 June 2024
Episode 53
Unable to resort to violence, Taps issues a verbal threat, leaving Mdala unsettled. A sister must explain her life choices to regain her brother's trust.
Wednesday, 12 June 2024
Episode 54
Winnie makes a very troubling discovery. Taps follows through on his threat, leaving a woman reeling. Layla, oblivious to the truth, offers an incentive.
Thursday, 13 June 2024
Episode 55
A nosy relative arrives just in time to thwart a man's fatal decision. Dintle manipulates Khanyi to tug at Mo's heartstrings and get what she wants.
Friday, 14 June 2024
Episode 56
Tlhogi is shocked by Mdala's reaction following the revelation of their indiscretion. Jojo is in disbelief when the punishment for his crime is revealed.
Monday, 17 June 2024
Episode 57
A woman reprimands another to stay in her lane, leading to a damning revelation. A man decides to leave his broken life behind.
Tuesday, 18 June 2024
Episode 58
Nhlamulo learns that due to his actions, his worst fears have come true. Caiphus' extravagant promises to suppliers get him into trouble with Ndu.
Wednesday, 19 June 2024
Episode 59
A woman manages to kill two birds with one stone. Business doom looms over Chillax. A sobering incident makes a woman realize how far she's fallen.
Thursday, 20 June 2024
Episode 60
Taps' offer to help Nhlamulo comes with hidden motives. Caiphus' new ideas for Chillax have MaHilda excited. A blast from the past recognizes Dintle, not for her newfound fame.
Friday, 21 June 2024
Episode 61
Taps is hungry for revenge and finds a rope to hang Mdala with. Chillax's new job opportunity elicits mixed reactions from the public. Roommates' initial meeting starts off on the wrong foot.
Monday, 24 June 2024
Episode 62
Taps seizes new information and recruits someone on the inside. Mary's new job
Are the X-Men Marvel or DC An In-Depth Exploration.pdfXtreame HDTV
The world of comic books is vast and filled with iconic characters, gripping storylines, and legendary rivalries. Among the most famous groups of superheroes are the X-Men. Created in the early 1960s, the X-Men have become a cultural phenomenon, featuring in comics, animated series, and blockbuster movies. A common question among newcomers to the comic book world is: Are the X-Men Marvel or DC? This article delves into the history, creators, and significant moments of the X-Men to provide a comprehensive answer.
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
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Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
From the Editor's Desk: 115th Father's day Celebration - When we see Father's day in Hindu context, Nanda Baba is the most vivid figure which comes to the mind. Nanda Baba who was the foster father of Lord Krishna is known to provide love, care and affection to Lord Krishna and Balarama along with his wife Yashoda; Letter’s to the Editor: Mother's Day - Mother is a precious life for their children. Mother is life breath for her children. Mother's lap is the world happiness whose debt can never be paid.
13. Sustaining passionate users...
Through delightful challenges?
Human beings have an inherent tendency to
seek out novelty and challenges, to extend
and exercise their capacities, to explore, and
to learn.
Edward Deci, psychologist
17. Attitude One:
This stuff is
boring.
I’ll make the best
of it. But, you’ll
have to work and
apply yourself to
get something
out of this class.
18. Attitude One: Attitude Two:
This stuff is This stuff isn’t all
boring. that interesting.
I’ll make the best But, I’ve added
of it. But, you’ll some activities to
have to work and the content that
apply yourself to will make this a
get something lot more fun for
out of this class. everyone.
19. Attitude One: Attitude Two:
This stuff is This stuff isn’t all
”
boring. that interesting.
lf
se
ur
I’ll make the best But, I’ve added
Yo
of it. But, you’ll some activities to
ly
have to work and the content that
pp
apply yourself to will make this a
“A
get something lot more fun for
out of this class. everyone.
20. Attitude One: Attitude Two:
This stuff is This stuff isn’t all
”
”
boring. g
that interesting.
lf
se tin
a
ur
I’ll make the best But, I’ve o
added
C
Yo
of it. But, you’ll some r
a activities to
ly
have to work and theg
u content that
pp
apply yourself to S make this a
“will
“A
get something lot more fun for
out of this class. everyone.
22. WHY ARE WE ADDING
GAME MECHANICS TO
THE REAL THING?
At itʼs core the idea is something like this…
This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
23. WHY ARE WE ADDING
GAME MECHANICS TO
THE REAL THING?
At itʼs core the idea is something like this…
A thing
This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
24. WHY ARE WE ADDING
GAME MECHANICS TO
THE REAL THING?
At itʼs core the idea is something like this…
Add game
A thing
mechanics
This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
25. WHY ARE WE ADDING
GAME MECHANICS TO
THE REAL THING?
At itʼs core the idea is something like this…
Add game The thing now has
A thing a new layer of fun
mechanics
it didnʼt before.
This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
26. WHY ARE WE ADDING
GAME MECHANICS TO
THE REAL THING?
At itʼs core the idea is something like this…
Add game The thing now has People are more
A thing a new layer of fun likely to engage
mechanics
it didnʼt before. with that thing
This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
27. WHY ARE WE ADDING
GAME MECHANICS TO
THE REAL THING?
At itʼs core the idea is something like this…
Add game The thing now has People are more
A thing a new layer of fun likely to engage
mechanics
it didnʼt before. with that thing
This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
28. WHY ARE WE ADDING
GAME MECHANICS TO
THE REAL THING?
At itʼs core the idea is something like this…
Add game The thing now has People are more
A thing a new layer of fun likely to engage
mechanics
it didnʼt before. with that thing
This explanation is from Matthewʼs Guyʼs presentation FreeForm: Reality Invaders • Check it out: http://www.slideshare.net/sergethew/freeform-reality-invaders-5375224
29. Play & Goals &
Challenges + Rewards = Game
(a gross oversimplification of game design!)
30. Play & Goals &
Challenges + Rewards = Game
(a gross oversimplification of game design!)
31. How do we get people to stay in love
with our applications?
?
By making
applications
more gamelike?
32. Attitude One: Attitude Two:
This stuff is This stuff isn’t all
”
”
boring. g
that interesting.
lf
se tin
a
ur
I’ll make the best But, I’ve o
added
C
Yo
of it. But, you’ll some r
a activities to
ly
have to work and theg
u content that
pp
apply yourself to S make this a
“will
“A
get something lot more fun for
out of this class. everyone.
33. Attitude One: Attitude Two: Attitude Three:
This stuff is This stuff isn’t all This stuff is really
”
”
boring. g
that interesting. quite interesting!
lf
se tin
a
ur
I’ll make the best But, I’ve o
added I’m going to show
C
Yo
of it. But, you’ll some r
a activities to you why this is
ly
have to work and theg
u content that important. But
pp
apply yourself to S make this a
“will first, I’ve got a
“A
get something lot more fun for challenge for
out of this class. everyone. you…
37. Attitude One: Attitude Two: Attitude Three:
This stuff is This stuff isn’t all This stuff is really
”
”
boring. g
that interesting. quite interesting!
lf
se tin
a
ur
I’ll make the best But, I’ve o
added I’m going to show
C
Yo
of it. But, you’ll some r
a activities to you why this is
ly
have to work and theg
u content that important. But
pp
apply yourself to S make this a
“will first, I’ve got a
“A
get something lot more fun for challenge for
out of this class. everyone. you…
38. Attitude One: Attitude Two: Attitude Three:
This stuff is This stuff isn’t all This stuff is really
”
”
boring. g
that interesting. quite interesting!
”
lf
se tin r y
a e
ur
I’ll make the best But, I’ve o
added I’m goings tto show
C a this is
Yo
of it. But, you’ll some r
a activities to you why
M
“
ly
have to work and theg
u content that important. But
pp
apply yourself to S make this a
“will first, I’ve got a
“A
get something lot more fun for challenge for
out of this class. everyone. you…
62. What would
A time tracking app
with these characteristics:
{whatever you
wrote down}
look like?
63. What would
A time tracking app
with these characteristics:
-Turn based game
-Goal: reach ‘x’ points 1st
-trade resources
-cooperate + compete
-chance + strategy
look like?
92. WHY?
TO GET BETTER AT ESTIMATING MY TIME
TO LEARN WHERE I’M UNDERESTIMATING
TO KNOW HOW LONG I’M TAKING
WHY?
93. TO HAVE A MORE BALANCED LIFE.
TO GET BETTER AT ESTIMATING MY TIME
TO LEARN WHERE I’M UNDERESTIMATING
TO KNOW HOW LONG I’M TAKING
WHY?
94. TO HAVE A MORE BALANCED LIFE.
TO GET BETTER AT ESTIMATING MY TIME
TO LEARN WHERE I’M UNDERESTIMATING
TO KNOW HOW LONG I’M TAKING
WHY?
95. TO HAVE A MORE BALANCED LIFE.
TO GET BETTER AT ESTIMATING MY TIME
TO LEARN WHERE I’M UNDERESTIMATING
TO KNOW HOW LONG I’M TAKING
WHY?
96. VS
relative to our personal best
relative to others
97. “...for each day that I do my task of
writing, I get to put a big red X over
that day… After a few days you’ll
have a chain. Just keep at it and the
chain will grow longer every day.
You’ll like seeing that chain,
especially when you get a few weeks
under your belt. Your only job next is
to not break the chain.”
102. Play & Goals &
Challenges + Rewards = Game
(a gross oversimplification of game design!)
103. TO GET BETTER AT
ESTIMATING MY TIME
Play & Goals &
Challenges + Rewards = Game
(a gross oversimplification of game design!)
104. TO GET BETTER AT
ESTIMATING MY TIME
Play & Goals &
Challenges + Rewards = Game
(a gross oversimplification of game design!)
105. TO GET BETTER AT
ESTIMATING MY TIME
POINTS
BADGES
Play & Goals &
Challenges + Rewards = Game
ACHIEVEMENTS
SCOREBOARDS
LEVELS
(a gross oversimplification of game design!)
106. Play & Goals &
Challenges + Rewards = Game
(a gross oversimplification of game design!)
118. The little flower growing represents
anticipation and hope that something good
will happen, which is the flower growing...
When you push that button and see the
change, it's instant feedback, a reward.
Even though the device seems simple, it's
tapping into a complex psychology that
changes people's behavior... It hits the right
button.
These kinds of feedback systems tap into
basic human nature... Most humans are
naturally wired to nurture things and be
rewarded for doing so...
http://www.core77.com/blog/news/captology_how_the_fitbit_pedometer_really_motivates_its_users_15582.asp
119. All the endless questions a person answers
also produces "personality" reports on the
type of person you are. So, even if you're
not seeing anyone on the site you want to
date, you keep coming back for more
because you get to learn more about
yourself and your tastes. Pretty ingenious
if you ask me, and I've been through the
gamut of almost every online dating site
out there.
-commenting on OK Cupid
128. What are some Web apps/services youʼve used for
more than three years?
Why? What motivates you to stick with these
services?
http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
129. What are some Web apps/services youʼve used for
more than three years?
Why? What motivates you to stick with these
services?
http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
130. What are some Web apps/services youʼve used for
more than three years?
Why? What motivates you to stick with these
services?
http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
131. What are some Web apps/services youʼve used for
more than three years?
Why? What motivates you to stick with these
services?
It works and they continually update/improve the application.
it does a decent job very reliable and affordable
reliability and ease of use
It's not complicated.
Management, customization, and layout options
does one particular thing well
my friends use it utility of the application
there isn't another option
http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
132. What are some Web apps/services youʼve used for
more than three years?
Why? What motivates you to stick with these
services?
It works and they continually update/improve the application.
it does a decent job very reliable and affordable
“Where is the love?” use
reliability and ease of
It's not complicated.
Management, customization, and layout options
does one particular thing well
my friends use it utility of the application
there isn't another option
http://www.quora.com/What-motivates-people-to-stick-with-one-web-app-service-for-a-long-time
133. How do we get people to stay in love
with our applications?
?
134. How do we get people to stay in love
with our applications?
?
By providing a service
that is trustworthy
and of value.
135. Share examples of services youʼve used for more than
6 months that continue to delight - not just satisfy -
you (and how they do it).
136. Share examples of services youʼve used for more than
6 months that continue to delight - not just satisfy -
you (and how they do it).
<crickets>
142. HIGH SATISFACTION
NEUTRAL VALUE
NOT (OR POORLY)
IMPLEMENTED
LOW SATISFACTION
143. HIGH SATISFACTION
NEUTRAL VALUE
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED
LOW SATISFACTION
144. HIGH SATISFACTION
Performance
Payoffs
NEUTRAL VALUE
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED
LOW SATISFACTION
145. HIGH SATISFACTION
Performance
Payoffs
NEUTRAL VALUE
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED Basic Needs
Only noticed if missing.
LOW SATISFACTION
146. HIGH SATISFACTION
Performance
Payoffs
Delighters
Not required, but when
added brings value.
NEUTRAL VALUE
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED Basic Needs
Only noticed if missing.
LOW SATISFACTION
147. HIGH SATISFACTION
Performance
Payoffs
Delighters
Not required, but when
added brings value.
T
IM
NEUTRAL VALUE
E
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED Basic Needs
Only noticed if missing.
LOW SATISFACTION
148. HIGH SATISFACTION
Performance
Payoffs
Delighters
Not required, but when
added brings value.
NEUTRAL VALUE
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED Basic Needs
Only noticed if missing.
LOW SATISFACTION
149. HIGH SATISFACTION
Performance
Payoffs
Delighters
Not required, but when
added brings value.
NEUTRAL VALUE
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED Basic Needs
Only noticed if missing.
LOW SATISFACTION
150. HIGH SATISFACTION
Performance
Payoffs
Delighters
Not required, but when
added brings value.
NEUTRAL VALUE
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED Basic Needs
Only noticed if missing.
LOW SATISFACTION
151. HIGH SATISFACTION
Performance
Payoffs
Delighters
Not required, but when
added brings value.
NEUTRAL VALUE
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED Basic Needs
Only noticed if missing.
LOW SATISFACTION
152. HIGH SATISFACTION
Performance
Payoffs
Delighters
Not required, but when
added brings value.
NEUTRAL VALUE
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED Basic Needs
Only noticed if missing.
LOW SATISFACTION
153. HIGH SATISFACTION
Performance
Payoffs
Delighters
Not required, but when
added brings value.
NEUTRAL VALUE
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED Basic Needs
Only noticed if missing.
LOW SATISFACTION
154. HIGH SATISFACTION
Performance
Payoffs
Delighters
Not required, but when
added brings value.
NEUTRAL VALUE
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED Basic Needs
Only noticed if missing.
LOW SATISFACTION
155. HIGH SATISFACTION
Performance
Payoffs
Delighters
Not required, but when
added brings value.
NEUTRAL VALUE
NOT (OR POORLY) FULLY IMPLEMENTED
IMPLEMENTED Basic Needs
Only noticed if missing.
LOW SATISFACTION
157. How do we get people to stay in love
with our applications?
? Social Proof.
158. How do we get people to stay in love
with our applications?
? Social Proof.
my friends use it
159. How do we get people to stay in love
with our applications?
?
160. How do we get people to stay in love
with our applications?
? Stories.
161. How do we get people to stay in love
with our applications?
162. How do we get people to stay in love
with our applications?
• Look for the “game” already in the activity.
163. How do we get people to stay in love
with our applications?
• Look for the “game” already in the activity.
• Focus on intrinsic motivators: Play and
Challenges,Conflicts & Choices, Feedback Loops.
164. How do we get people to stay in love
with our applications?
• Look for the “game” already in the activity.
• Focus on intrinsic motivators: Play and
Challenges,Conflicts & Choices, Feedback Loops.
• Goals and Rewards should be in service to
something meaningful.
165. How do we get people to stay in love
with our applications?
• Look for the “game” already in the activity.
• Focus on intrinsic motivators: Play and
Challenges,Conflicts & Choices, Feedback Loops.
• Goals and Rewards should be in service to
something meaningful.
• Even the best designed games have a shelf-life.
166. How do we get people to stay in love
with our applications?
• Look for the “game” already in the activity.
• Focus on intrinsic motivators: Play and
Challenges,Conflicts & Choices, Feedback Loops.
• Goals and Rewards should be in service to
something meaningful.
• Even the best designed games have a shelf-life.
• Don’t forget basic needs.
167. How do we get people to stay in love
with our applications?
• Look for the “game” already in the activity.
• Focus on intrinsic motivators: Play and
Challenges,Conflicts & Choices, Feedback Loops.
• Goals and Rewards should be in service to
something meaningful.
• Even the best designed games have a shelf-life.
• Don’t forget basic needs.
• Delightful experiences are always welcome!