Video games originated in 1948 with a basic tennis game, though commercial success came later. In the 1970s, early consoles like the Magnavox Odyssey launched and portable games emerged. The 1980s saw hits like Space Invaders and the introduction of Nintendo with systems like the NES. Throughout the 1990s, 3D gaming became dominant as online multiplayer was introduced, expanding the industry.
A macro-level overview of the Japanese video game market, including history and a forecasts as to where things are headed.
Recommended for those interested in the mobile and social gaming space. When it comes to mobile in particular, trends that happen in Japan are often a bellwether indicator of where the entire industry is going once the global market matures.
The folks at App Annie recently claimed that Japan has become the top country for Google Play revenues, and GMO’s report points out that the nation is the fastest growing country (560 percent) in terms of revenue on Apple’s app store (citing Distimo, June). So it’s certainly a market that you want a piece of if you’re a mobile app or game developer.
If you are a game developer considering selling your game in Japan, please contact us via infous@gmocloud.com
Level design and devlopment part 2 stories and narrativeDurgesh Pandey
Topic covered:
Why Put Stories in Games?
Types of stories
Creating characters
Writing game design document
The C’s
Sing language
Combat elements
Nut and bolts of mechanic
Pre production blue print
Level design and devlopment part 1 introduction to level designDurgesh Pandey
Topic covered:
What is game and video game
History of video game
Game genre
Who makes this stuff?
It is all about idea
Level design introduction
Level design principles
Layouts
Level design process
Pitfalls of level design
A macro-level overview of the Japanese video game market, including history and a forecasts as to where things are headed.
Recommended for those interested in the mobile and social gaming space. When it comes to mobile in particular, trends that happen in Japan are often a bellwether indicator of where the entire industry is going once the global market matures.
The folks at App Annie recently claimed that Japan has become the top country for Google Play revenues, and GMO’s report points out that the nation is the fastest growing country (560 percent) in terms of revenue on Apple’s app store (citing Distimo, June). So it’s certainly a market that you want a piece of if you’re a mobile app or game developer.
If you are a game developer considering selling your game in Japan, please contact us via infous@gmocloud.com
Level design and devlopment part 2 stories and narrativeDurgesh Pandey
Topic covered:
Why Put Stories in Games?
Types of stories
Creating characters
Writing game design document
The C’s
Sing language
Combat elements
Nut and bolts of mechanic
Pre production blue print
Level design and devlopment part 1 introduction to level designDurgesh Pandey
Topic covered:
What is game and video game
History of video game
Game genre
Who makes this stuff?
It is all about idea
Level design introduction
Level design principles
Layouts
Level design process
Pitfalls of level design
Topic includes:
What is game balancing?
Definitions of game balance
Gamification
Games design elements and principles
PvP and PvE
Corporative video games
Practice Exercise
Game balance principles
Importance of game balance
Goals of game balance
Disempowerment Fantasies: How taking power away from players can create bette...Valentina Tamer
I've held this talk at Intel® Buzz Workshop Berlin 2018, on February 2nd 2018. The slides were designed as a visual supplement and summary of my talk. If you are interested in this subject matter, feel free to contact me.
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Video games have often been regarded as power fantasies. Yet many releases contradict this assumption and center gameplay around powerlessness, like the survival horror genre. This talk seeks to deconstruct the role of power in video games, analyze the various mechanics of disempowerment and suggest how actively taking power from the player may serve as a tool for making better games.
IGS @ GDC Austin: John Graham - 'Effective Marketing For Indie Game Developers'simoniker
Wolfire's John Graham (Overgrowth)'s talk from Game Developers Conference Austin's Indie Games Summit - September 2009.
A write-up of his talk is here:
http://www.gamasutra.com/php-bin/news_index.php?story=25270
Videogames History - 1889 to the Year 2000 - JT VelikovskyJT Velikovsky
A History of Videogames - from 1889 to the year 2000.
This was a lecture given in the year 2000 by JT Velikovsky at Charles Sturt University. JT Velikovsky was the national games market analyst in 1999-2000, at Inform P/L (now GfK). For more background see: http://on-writering.blogspot.com/
Topic includes:
What is game balancing?
Definitions of game balance
Gamification
Games design elements and principles
PvP and PvE
Corporative video games
Practice Exercise
Game balance principles
Importance of game balance
Goals of game balance
Disempowerment Fantasies: How taking power away from players can create bette...Valentina Tamer
I've held this talk at Intel® Buzz Workshop Berlin 2018, on February 2nd 2018. The slides were designed as a visual supplement and summary of my talk. If you are interested in this subject matter, feel free to contact me.
-
Video games have often been regarded as power fantasies. Yet many releases contradict this assumption and center gameplay around powerlessness, like the survival horror genre. This talk seeks to deconstruct the role of power in video games, analyze the various mechanics of disempowerment and suggest how actively taking power from the player may serve as a tool for making better games.
IGS @ GDC Austin: John Graham - 'Effective Marketing For Indie Game Developers'simoniker
Wolfire's John Graham (Overgrowth)'s talk from Game Developers Conference Austin's Indie Games Summit - September 2009.
A write-up of his talk is here:
http://www.gamasutra.com/php-bin/news_index.php?story=25270
Videogames History - 1889 to the Year 2000 - JT VelikovskyJT Velikovsky
A History of Videogames - from 1889 to the year 2000.
This was a lecture given in the year 2000 by JT Velikovsky at Charles Sturt University. JT Velikovsky was the national games market analyst in 1999-2000, at Inform P/L (now GfK). For more background see: http://on-writering.blogspot.com/
How People Really Hold and Touch (their Phones)Steven Hoober
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
Presented at ConveyUX in Seattle, 7 Feb 2014
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow.
An impactful approach to the Seven Deadly Sins you and your Brand should avoid on Social Media! From a humoristic approach to a modern-life analogy for Social Media and including everything in between, this deck is a compelling resource that will provide you with more than a few take-aways for your Brand!
SEO has changed a lot over the last two decades. We all know about Google Panda & Penguin, but did you know there was a time when search engine results were returned by humans? Crazy right? We take a trip down memory lane to chart some of the biggest events in SEO that have helped shape the industry today.
You are dumb at the internet. You don't know what will go viral. We don't either. But we are slighter less dumber. So here's a bunch of stuff we learned that will help you be less dumb too.
The What If Technique presented by Motivate DesignMotivate Design
Why "What If"...?
The What If Technique tackles the challenge of engaging a creative, disruptive mindset when it comes to design thinking and crafting innovative user experiences.
Thinking disruptively is a disruptive thing to do, which means it's a very hard thing to do, especially when you add in risk-averse business leaders and company cultures, who hold on tight to psychological blocks, corporate lore, and excuse personas that stifle creativity and possibilities (see www.motivatedesign.com/what-if for more details).
The What If Technique offers key steps, tools and examples to help you achieve incremental changes that promote disruptive thinking, overcome barriers to creativity, and lead to big, innovative differences for business leaders, companies, and ultimately user experiences and products.
Let's find out what's what together! Explore your "What Ifs" with us. See www.motivatedesign.com/what-if for details about the What If Technique, studio workshops, the book, case studies and more downloads--including a the sample chapter "Corporate Lore and Blocks to Creativity"
Connect with us @Motivate_Design
What 33 Successful Entrepreneurs Learned From FailureReferralCandy
Entrepreneurs encounter failure often. Successful entrepreneurs overcome failure and emerge wiser. We've taken 33 lessons about failure from Brian Honigman's article "33 Entrepreneurs Share Their Biggest Lessons Learned from Failure", illustrated them with statistics and a little story about entrepreneurship... in space!
Inside this guide, you'll learn an insiders tips and techniques to getting into the marketing industry - no job applications necessary.
You'll learn what marketing really is, why you'll find a job easily, what entry level marketing jobs look like and four actionable things you can try right now to help get you into the marketing industry.
Visit Inbound.org and the Inbound.org/jobs community jobs board to find opportunities and connect with professional marketers from all over.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
A presentation introducing students to the concept of Games and their importance in modern life. Non-technical, and suitable for use in a 'soft skills' module.
AQA Project
PAPATHANASSIS D., PANTAZIS P., TRAKAS I., PANTAZIS L. (Junior High Doukas School)
Supervisor: Yannis Kotsanis
The Glogster EDU version...
http://game4.edu.glogster.com/game-history
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
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.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
2. Video games are placed for the first time in history in 1948, where the idea of a game was devised and patented by Thomas T. Goldsmith JR. and Estle Ray Mann. [2] In 1958, William Higinbotham created Tennis for Two, but did not patentable because it believed that only served for a scientific demonstration. And it was not until much later (after approximately 15 years) when the publication was launched under the name Atari Pong. Thus, the Tennis for Two was the first game but the story was not commercialized, so the success of the game came late. Then in 1962, "Spacewar!" Was developed and was appointed as the first computer game, since it was first marketed. In late 1972, launched the Magnavox Odyssey, the first console. Ralph Baer was the man created in the first game console, the "brown box", some said, was the prototype of the Magnavox Odyssey. In the early seventies show portable consoles. In the eighties appear big super hits like Taito Space Invaders, Tetris or Pac-Man. In 1980, Nintendo created a series of portable consoles Game & Watch (Game and clock). In 1983 Nintendo introduced in Japan the console Family Computer (Famicom), which changed its name to other regions for the Nintendo Entertainment System (NES). One year after Sega pulled the market its Master System console, whose competition for leadership indirectly promoted the video game industry. In 1989, Nintendo created the Game Boy portable video game console. In 1991 appeared the game Heart of China for Dynamix, a graphic adventure game was made with actual digitized images. On 1 January 1991 as id Software. In 1992 goes on sale Wolfestein 3D. In December 1993, id Software's Doom removed. The 1996 quake appears. The supremacy of the games in three dimensions is unstoppable. The introduction of Inte rnet to spread the household can play with other players each from their point of connection. The history
3. Typically called a computer game you can play games on a personal computer connected to a video monitor in high definition. A "game console or video game is played on a specialized electronic device that connects to a television or video monitor. Recently emerging gaming platforms "portable" are electronic devices that can be transported without worry of electrical cables as they use other energy sources, in addition, with the advantage of size is very small . An "arcade game" generally refers to a type of electronic device that typically are designed to play only one game in a control structure and elements of the game. These distinctions are not always the same and may have games that are on different platforms. There are also gaming platforms that are variations of the arcade game display system is not electronic but mechanical. There are also devices with screens that can play games but there are not dedicated video game machines or devices specifically or as a main function. Examples include mobile phones, PDAs, graphing calculators, GPS, MP3 players, digital cameras and clocks The sistems
4. Generes A game like other media forms, genres can be categorized based on various factors such as method of "gameplay", types of goals, etc.. Video games are more easily classified by gender according to technical differences such as the entertainment experience gained during the game and the elements that make a game is different to another. As the production of video games has increased over the years has improved the quality of visual effects and the plot, the demand for more creative talent has led to artists in video game companies seeking new ways of fun. Commonly, the genre is clear that the publishers want to establish "franchises" which they intend to reuse the characters, situations, conflicts, gameplay mechanics in a game which is a continuation of another. The number of sequels, but it can vary over a whole then it is called a franchise. In many games there is the phenomenon of combination of various genres. For example a game of action and may be driving at once, although in reality are two very different genera. As well as the role that video games can contain touches of horror-horror genre in different scenes. This makes determining the genre in a game can not be categorized very generally. Depending on the type of game, although usually mixed categories, consider the following categories Strategy, in which control a civilization from a starting point, in which developed the technology and capabilities. The goal is victory soobre other civilizations through supremacy in one area (military, land, religious). All classic games are Warcraft III, Civilization III, Age of Empires III. Action, in which control a character in first person view (usually) and using their physical abilities, skills and capacity military objectives are achieved, according to the development of a plot can be linear or multiple in some parameters of continuous action. Classic examples are Half-Life, Half-Life 2, Doom 3, Enemy Territory and Quake series. Adventure is the development of a story, in which were hidden mysteries of desentrallar situacuions experienced by the people through interaction with the characters and environment, providing clues for further progress in the plot. Monkey Island 4, Fahrenheit, Sam & Max, Broken Sword, Darkseed. Role in the vision that handles a character in third person (usually) and using their physical abilities, skills and military capacity, achieved objectives, according to the development of a plot may be linear or multiple. The character was evolving in their capabilities based on experience, you can use to improve certain abilities at will, be overcome so that the challenges are greater. Neverwinter Nights, Diablo II, Baldur's Gate II Plane Shift Speed, where driving a vehicle with the aim of reaching the first end of the race. TOCA 2, Grand Prix 4, NFS Underground. Simulation, which controls a vehicle with the intention of achieving a particular objective. Simulators are very popular aircraft. IL-2 Sturmovik, Silent Hunter II, Combat Flight Simulator 3, Ace Combat, Danger from the deep, etc.. Sports in which you control a player or team in order to make it won. FIFA Football, Pro Evolution Soccer, Virtua Tennis Puzzle, where the player must solve a situation, using logic, strategy, pattern recognition (Pieces (Tangram game)), resolution sequences, ... Frozen Bubble, Tetris, ... Music video games that simulate how a karaoke Sing Star
5. Videogamers Within groups of people related to video games, gamers (game player) can have a great interest and passion to play and learn about the game, he called Gamer, and among gamers, which is considered a professional gamers (paid), called the utility, while those which possess a high level, but receive no remuneration, is called Gosu; gamers who use tricks (cheats) are called CHEATERS. There are more women players than men, although the proportion varies greatly depending on the medium or genre. The effects on gamers are a strong source of controversy. Supporters see it as an entertainment which they can abuse as any other. Emphasize that play improves coordination, visual acuity and ability to concentrate. Many games require interaction with others (especially online games), so increase the chances of social relations. In addition, stimulate the imagination in treating of simulated worlds. On the other hand, the detractors refuse to promote an individualistic and passive recreation and to encourage a sedentary lifestyle. Can contribute to school failure plays for hours in the afternoons and often the content can not be morally appropriate for children (especially in games by the ESRB classified as violent or sexually explicit). The November 2005 Nielsen Active Gamer Study Group, conducted a survey of 2,000 gamers who play regularly, they emphasize that the U.S. games market is diverse. The men who play violent video games are 25 to 40 years of age. For typical games online puzzle games and simple mobile phone, both men and women have played in the jugen the same intensity or addiction. Women who play games, choose games that are mainly contributing a fair play, and a small group of aggressive women prefer games that usually only played by men. [6] The genre that is played more as men and women are role-playing games. According to the ESRB 41% of computer gamers are women.