The document discusses a questionnaire created to gather primary research for a new game idea called "The Lone Assassin". It includes questions about demographics, gaming habits, and preferences. The document also provides secondary research on the top 3 highest selling open world games of all time and their release dates. It concludes that the questionnaire responses were all positive so no changes will be made to the game idea.
Stranger than fiction: The power of storytelling in gamesBrightwave Group
Stories can have an amazing impact on us. Vivid descriptions of actions not only stimulate our language centre, they also activate the parts of the brain that deal with movement. Stories resonate with us - affect the way we think and the things we do. But how do we harness their power for learning?
Storytelling in learning is nothing new, but recent learning perspectives and technologies, from immersive video to branching narratives and dynamic scoring have opened the door to new levels of involvement and impact.
At the eLearning Network event held on 14th July 2016 at Avuva HQ in London, Briightwave Group's Sophie Costin shared her latest insight and experiences of working with cutting edge storytelling techniques on high profile projects with a range of global clients, exploring:
• The benefit and effect of storytelling in branching learning games.
• Elements and principles of creating an immersive branching story.
• How to create your characters, generate content and write a story for a branching, decision-based game.
During the 8th semester of Communication, Media and Culture department (AD&PR Lab) of Panteion University, we were asked to design and present a communication plan for XBOX. More specific, our goals were to create a positive thinking in gamer's mind around Xbox as well as promote and increase awareness of XBox One (which was expected to be launched) in the core and casual target group (women, families etc.). Xbox 360, was still a priority for Microsoft, so our aim was to serve its owners.
Serious games - from recruitment to health educationMichael Wolf
I presented these slides at Gates Foundation in early November 2015. The teach to reach summit was about Teaching and Learning strategies in the field of Immunization training.
As an introduction to the power of games for education and training, I first introduced the audience to the term "serious game". I then presented some case studies, some of our projects at Formula D, some work of others to describe the use of games in recruitment and health sector.
Over the last years, Formula D interactive has produced a variety of digital learning games. Two of these are cell phone games that take advantage of the rapidly growing reach of mobile internet and apps in Africa. Team C4 creates awareness for job opportunities in the customer contact centre sector in South Africa, whilst assessing the basic numeracy, literacy and comprehension level of players. SwaziYolo is a role playing game about HIV, whereas players become protagonists in an interactive novel. Both games are currently going through an M&E phase / BETA.
The presentation includes a fair amount of video which is not displayed here.
Call of Duty is a first-person shooter video game that was developed by “Infinity Ward” and later published by Activision. The self-titled “Call of Duty” is the very first installment to the series and franchise; it was released on October 29 in 2003 for platforms such as Xbox 360, PlayStation 3, Microsoft Windows, PC, Mac and many more.
Stranger than fiction: The power of storytelling in gamesBrightwave Group
Stories can have an amazing impact on us. Vivid descriptions of actions not only stimulate our language centre, they also activate the parts of the brain that deal with movement. Stories resonate with us - affect the way we think and the things we do. But how do we harness their power for learning?
Storytelling in learning is nothing new, but recent learning perspectives and technologies, from immersive video to branching narratives and dynamic scoring have opened the door to new levels of involvement and impact.
At the eLearning Network event held on 14th July 2016 at Avuva HQ in London, Briightwave Group's Sophie Costin shared her latest insight and experiences of working with cutting edge storytelling techniques on high profile projects with a range of global clients, exploring:
• The benefit and effect of storytelling in branching learning games.
• Elements and principles of creating an immersive branching story.
• How to create your characters, generate content and write a story for a branching, decision-based game.
During the 8th semester of Communication, Media and Culture department (AD&PR Lab) of Panteion University, we were asked to design and present a communication plan for XBOX. More specific, our goals were to create a positive thinking in gamer's mind around Xbox as well as promote and increase awareness of XBox One (which was expected to be launched) in the core and casual target group (women, families etc.). Xbox 360, was still a priority for Microsoft, so our aim was to serve its owners.
Serious games - from recruitment to health educationMichael Wolf
I presented these slides at Gates Foundation in early November 2015. The teach to reach summit was about Teaching and Learning strategies in the field of Immunization training.
As an introduction to the power of games for education and training, I first introduced the audience to the term "serious game". I then presented some case studies, some of our projects at Formula D, some work of others to describe the use of games in recruitment and health sector.
Over the last years, Formula D interactive has produced a variety of digital learning games. Two of these are cell phone games that take advantage of the rapidly growing reach of mobile internet and apps in Africa. Team C4 creates awareness for job opportunities in the customer contact centre sector in South Africa, whilst assessing the basic numeracy, literacy and comprehension level of players. SwaziYolo is a role playing game about HIV, whereas players become protagonists in an interactive novel. Both games are currently going through an M&E phase / BETA.
The presentation includes a fair amount of video which is not displayed here.
Call of Duty is a first-person shooter video game that was developed by “Infinity Ward” and later published by Activision. The self-titled “Call of Duty” is the very first installment to the series and franchise; it was released on October 29 in 2003 for platforms such as Xbox 360, PlayStation 3, Microsoft Windows, PC, Mac and many more.
Behind Every Great Gamer: Performing Heteronormativity in 'League of Legends'...Jameson Hogan
This presentation seeks to “make visible” the experiences of female gamers (Bryce & Rutter, 2003) in the male-dominated League of Legends (LoL) community, widely regarded as toxic, if not outright misogynistic.
We encountered the hypermasculinized terrain of LoL, currently the “most played game in the world” and a spectator sport in its own right (Gaudiosi, 2012), during an ethnographically-driven study that explored the resources and practices through which players become more proficient. Though we only had two female participants, several aspects of their reported and observed experiences resonate with research previously done with heterosexual couples playing online role-playing games, where female participants report starting out in roles designed to support and assist their male partners’ preferred play styles (Carr & Oliver, 2009; Nardi, 2010). While the two female participants in our study are at drastically different phases in their League of Legends careers, their experiences are similar. Both were introduced to the game through their male partners; both began (and continue) playing in a supportive role to their male partners' more dominant position; and both are hesitant to communicate with online teammates, something we saw a great deal of from male participants.
We offer an account of these players’ experiences in order to shed light on the ways in which women negotiate barriers to their more equitable participation in LoL, and in competitive gaming more generally. This is particularly urgent given the increased economic, social, and educational benefits associated with competitive play (Taylor, 2012; Witkowski, 2012).
Are you tired of attending or leading the same old boring requirements gathering sessions? Would you like to find a way to get stakeholders excited about requirements gathering? Then this session is for you!
Find out how to use collaborative play to build better solution requirements for SharePoint projects (or any other project for that matter). In this session I will introduce you to seriously fun ways to do work – Seriously! Learn how to tap into true innovation and uncover hidden business requirements. What are you waiting for come to my session and learn how to put these tools into action!
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org
Some of the video games developed by the students during the course are available at
https://polimi-game-collective.itch.io
Behind Every Great Gamer: Performing Heteronormativity in 'League of Legends'...Jameson Hogan
This presentation seeks to “make visible” the experiences of female gamers (Bryce & Rutter, 2003) in the male-dominated League of Legends (LoL) community, widely regarded as toxic, if not outright misogynistic.
We encountered the hypermasculinized terrain of LoL, currently the “most played game in the world” and a spectator sport in its own right (Gaudiosi, 2012), during an ethnographically-driven study that explored the resources and practices through which players become more proficient. Though we only had two female participants, several aspects of their reported and observed experiences resonate with research previously done with heterosexual couples playing online role-playing games, where female participants report starting out in roles designed to support and assist their male partners’ preferred play styles (Carr & Oliver, 2009; Nardi, 2010). While the two female participants in our study are at drastically different phases in their League of Legends careers, their experiences are similar. Both were introduced to the game through their male partners; both began (and continue) playing in a supportive role to their male partners' more dominant position; and both are hesitant to communicate with online teammates, something we saw a great deal of from male participants.
We offer an account of these players’ experiences in order to shed light on the ways in which women negotiate barriers to their more equitable participation in LoL, and in competitive gaming more generally. This is particularly urgent given the increased economic, social, and educational benefits associated with competitive play (Taylor, 2012; Witkowski, 2012).
Are you tired of attending or leading the same old boring requirements gathering sessions? Would you like to find a way to get stakeholders excited about requirements gathering? Then this session is for you!
Find out how to use collaborative play to build better solution requirements for SharePoint projects (or any other project for that matter). In this session I will introduce you to seriously fun ways to do work – Seriously! Learn how to tap into true innovation and uncover hidden business requirements. What are you waiting for come to my session and learn how to put these tools into action!
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org
Some of the video games developed by the students during the course are available at
https://polimi-game-collective.itch.io
An Introduction to Educational Game DesignMichael Pinto
This presentation covers:
- Definition of a Game
- What Makes a Game a Game
- Learning Through Play (High Concept)
- How To Start To Learn How to Design Games
- Core Mechanisms of Games
- Soft Qualities of Games
- Survey of Different Types Of Games and Their Mechanisms
- Overview of Educational Games
- Gamification for Education
- Educational Games In Context of Transmedia Storytelling
Do you want to learn how to attract the right people into your community - and get input from the RIGHT hot-core Superfans? This talk will teach you how.
Unlock your creative potential: 7 steps to becoming a game designerEthan Levy
Game Design is simultaneously the industry’s most romanticized and most misunderstood profession. Everyone wants to be a game designer. Everyone thinks they are a game designer. Yet, few understand what a game designer’s job truly is or how to become one. This presentation takes a peek behind the curtain to explain what being a professional game designer is and what it isn’t. It then presents 7 concrete steps that aspiring game designers can take towards becoming a game designer.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
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?
2. Introduction
• We made a questionnaire to make a new game.
• New game idea: The Lone Assassin.
• Primary Research questionnaire.
https://www.surveymonkey.com/s/RKHKDQS
17. Conclusion
• We got what we wanted.
• We are not going to change anything. Our responses were all
positive.
Editor's Notes
I conducted a questionnaire and spread it across 18 people. In my research I found out what people liked and disliked about the game I had in mind. There were a lot of pros and cons during my research but now I can progress further with the information given. I will now show my findings and explain what they mean to me and my game. I will also say how I will improve my ideas for a game.
This question showed that more men than women had taken my questionnaire. Although they could have seen that the questionnaire was about games and simply chose to ignore it.
The response I got in this question showed that people were willing to pay between £35 and £40. Yet an equal amount of people would buy a game from £10 - £20. This shows the price which needs to be set for the most profit.
In this question I asked his question tells me that people like Minecraft the most. Somehow we need to create a game with these features in mind. GTA V was among the top rated games which show that it is not the graphics people like but the freedom and challenges that these games offer.
In this question I asked people to rate what a game should have and this data shows that people think that the best aspect of a good game is solo freeroam, graphics and campaign. This shows which area's need to be concentrated on.
This research shows what people would class themselves as. This will show people's interest in gaming and what they think their entails. Hardcore gamers chose theirs and felt comfortable doing so.
This question tells how long a campaign should be and how long we need to make the missions and challenges. We know that people mainly play games for more than 5 hours per day.
This shows what people like in a game whether a solo, online or both based game. In my research I found that a game with solo and online is what people most desire from a game. This shows that we need to make a solo and online game.
This question was asked to find out where to sell our game for the most profit. Online was the place I had in mind yet others thought otherwise which means I can adjust where I sell my game. Ten people choose to buy their games from games shops and seven bought from online.
This question was asked to find out which platforms people play on. PC came in the lead and consoles were slightly behind.
We asked this question to see which was liked best mine of course won. The Lone Assassin came first with seven people who backed it up. This name gave us the base of the game which will now help us develop the game to it's new title.
I took the top 3 open world games from a list of the top 25 open world games of all time and the three were Minecraft, The Elder Scrolls V: Skyrim and Grand Theft Auto IV. All three of these games are available across all main platforms (Xbox, Playstation and PC).
I researched the sales of Grand theft auto V and Minecraft which were both open world games I took the top 3 open world games from a list of the top 25 open world games of all time and the three were Minecraft, The Elder Scrolls V: Skyrim and Grand Theft Auto IV.
Putting all our results from Primary to secondary we are determined to make an action/free-roam game. As we have analysed our results we have found out that the most popular types of games are action/adventure games. Most of the people I asked were male which means by targeting an audience with females in mind will be sure to bring profit. People were prepared to pay our expected price for the game which is £15 - £20. On one of our questions we asked what games were popular amongst the six games and two games of which our game is based around. All in all our game went very well for us. We got the response that we wanted.