Presentation given to Toronto 101 to introduce Conducttr and explain how to build a participatory story around traditional linear media.
If you're excited by this kind of storytelling, please join our Community at http://members.tstoryteller.com
This presentation to the Chinese Association of Museums discusses the opportunities for museums to be part of a connected educational and social experience.
Metanomics is a weekly Web-based show on the serious uses of virtual worlds. This transcript is from a past show.
For this and other videos, visit us at http://metanomics.net.
Pig-faced Orcs: What designers can learn from old-school role-playing gamesJamie Reffell
Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure!
Designers of all kinds are getting comfortable applying principles of game design to non-game applications. Many of those principles date back to the early days of role-playing games, from Gary Gygax and Dave Arneson's first edition of D&D in 1974 to less well-known games like Runequest and Traveller. Game designers have been revisiting these early works and extracting wisdom from them, and I'd like to bring some of those lessons to the user experience community.
In this deliciously nerdy talk, I'll present user-experience lessons from old-school gaming, including the role of showmanship in constructing an experience, how imperfections and missing pieces can increase engagement, and the difference between sandbox and railroad designs.
Talk given as IA Summit 11 in Denver CO.
Presentation given to Toronto 101 to introduce Conducttr and explain how to build a participatory story around traditional linear media.
If you're excited by this kind of storytelling, please join our Community at http://members.tstoryteller.com
This presentation to the Chinese Association of Museums discusses the opportunities for museums to be part of a connected educational and social experience.
Metanomics is a weekly Web-based show on the serious uses of virtual worlds. This transcript is from a past show.
For this and other videos, visit us at http://metanomics.net.
Pig-faced Orcs: What designers can learn from old-school role-playing gamesJamie Reffell
Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure!
Designers of all kinds are getting comfortable applying principles of game design to non-game applications. Many of those principles date back to the early days of role-playing games, from Gary Gygax and Dave Arneson's first edition of D&D in 1974 to less well-known games like Runequest and Traveller. Game designers have been revisiting these early works and extracting wisdom from them, and I'd like to bring some of those lessons to the user experience community.
In this deliciously nerdy talk, I'll present user-experience lessons from old-school gaming, including the role of showmanship in constructing an experience, how imperfections and missing pieces can increase engagement, and the difference between sandbox and railroad designs.
Talk given as IA Summit 11 in Denver CO.
A mysterious virus begins to affect the adults in a small rural town, and the youth soon find themselves cut off from civilization, fighting for their lives. How fast is the virus spreading? It is confirmed—the virus has hit Park City. Can you survive? Pandemic 1.0, a transmedia storytelling experience, unites film, mobile and online technologies, props, social gaming, and data visualization, enabling audiences to step into the shoes of the pandemic protagonists anytime during the day. Mission Control is the only way to learn where you stand in the face of the spreading pandemic.
Pig-faced Orcs: What designers can learn from old-school role-playing games (...Jamie Reffell
Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure!
Talk given at WebVisions 11 in Portland, OR.
Presentation with NOTES for Games: Creating Connections to Collections at the 2012 American Association of Museums Meeting in Minneapolis.
(Slides without notes: http://www.slideshare.net/georginab/pheon-one-game-two-platforms-mixed-success)
A quick presentation I put together for "Invest in Games 2011" in Stockholm(Sep 6):
1) Intro to King.com
2) Accidental Gamers & Facebook
3) Mobile & Tablet Gaming
4) Investing in Accidental Gaming
Let's face it, plagiarists are everywhere. Especially on Internet which have Ctrl C and Ctrl V culture. What are plagiarism? How to prevent it? How to deal with plagiarists? Also important, how not to be considered as a plagiarist? Find the answers here.
Emergent Narrative: What We Can Learn From Dungeons & DragonsFITC
Presented at FITC Toronto 2016
See details at www.fitc.ca
Interactive narrative hasn’t changed much in forty years – it’s still ruled by limited options and predestined outcomes. While digital RPG gameplay has become more sophisticated, the stories remain rather basic (albeit better disguised). Remarkably, we still haven’t matched the tabletop role-playing experience.
We need to approach interactive story from a different angle, one that’s natively digital and that takes full advantage of the new content platform paradigm. It won’t be easy, it’ll take a lot of time… but WE’RE WIZARDS, right?!
Objective
To explore the potential of a truly emergent narrative, and explain how playing tabletop role-playing games can get us there.
Target Audience
Storytellers, creators, writers, game developers, and gamers.
Five Things Audience Members Will Learn
An abbreviated history of interactive storytelling
Different approaches to interactive narrative; their pros and cons
Sneaky tricks good Game Masters use to get players invested in a game
How to convert player agency into dramatic agency (also great for GMs)
That they want to play a tabletop RPG (if they haven’t already).
Presentation to the San Francisco transmedia meetup group - Transmedia SF. Thanks to everyone who came out and for the passionate discussion afterwards. It was a huge pleasure!
A mysterious virus begins to affect the adults in a small rural town, and the youth soon find themselves cut off from civilization, fighting for their lives. How fast is the virus spreading? It is confirmed—the virus has hit Park City. Can you survive? Pandemic 1.0, a transmedia storytelling experience, unites film, mobile and online technologies, props, social gaming, and data visualization, enabling audiences to step into the shoes of the pandemic protagonists anytime during the day. Mission Control is the only way to learn where you stand in the face of the spreading pandemic.
Pig-faced Orcs: What designers can learn from old-school role-playing games (...Jamie Reffell
Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure!
Talk given at WebVisions 11 in Portland, OR.
Presentation with NOTES for Games: Creating Connections to Collections at the 2012 American Association of Museums Meeting in Minneapolis.
(Slides without notes: http://www.slideshare.net/georginab/pheon-one-game-two-platforms-mixed-success)
A quick presentation I put together for "Invest in Games 2011" in Stockholm(Sep 6):
1) Intro to King.com
2) Accidental Gamers & Facebook
3) Mobile & Tablet Gaming
4) Investing in Accidental Gaming
Let's face it, plagiarists are everywhere. Especially on Internet which have Ctrl C and Ctrl V culture. What are plagiarism? How to prevent it? How to deal with plagiarists? Also important, how not to be considered as a plagiarist? Find the answers here.
Emergent Narrative: What We Can Learn From Dungeons & DragonsFITC
Presented at FITC Toronto 2016
See details at www.fitc.ca
Interactive narrative hasn’t changed much in forty years – it’s still ruled by limited options and predestined outcomes. While digital RPG gameplay has become more sophisticated, the stories remain rather basic (albeit better disguised). Remarkably, we still haven’t matched the tabletop role-playing experience.
We need to approach interactive story from a different angle, one that’s natively digital and that takes full advantage of the new content platform paradigm. It won’t be easy, it’ll take a lot of time… but WE’RE WIZARDS, right?!
Objective
To explore the potential of a truly emergent narrative, and explain how playing tabletop role-playing games can get us there.
Target Audience
Storytellers, creators, writers, game developers, and gamers.
Five Things Audience Members Will Learn
An abbreviated history of interactive storytelling
Different approaches to interactive narrative; their pros and cons
Sneaky tricks good Game Masters use to get players invested in a game
How to convert player agency into dramatic agency (also great for GMs)
That they want to play a tabletop RPG (if they haven’t already).
Presentation to the San Francisco transmedia meetup group - Transmedia SF. Thanks to everyone who came out and for the passionate discussion afterwards. It was a huge pleasure!
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.
Beyond the Rift: Virtual Reality Games and the Future of CommunicationJeannie Novak
How virtual reality, games, and social media are converging to transform the way we communicate -- and what the future holds for communication in space . . . and beyond :)
PDF version of the slides and slide notes from my Game To Learn: Take 2 invited keynote in Dundee, Scotland, on March 18, 2011.
“All you need to understand is everything you know is wrong.”—Weird Al
My mother told me cleaning toilets builds character if done repeatedly. The other night five friends spent more than three hours dying over and over again while playing World of Warcraft (WoW). She never said anything about dying. I found cleaning toilets only gets you clean toilets. Dying and playing, however, teaches you important things. Demons, dragons, dwarves, and possibly folklore, you could see, but learning, love, and leadership?
Sounds crazy, but it’s true: World of Warcraft has something to say about learning. Prepare yourself, because everything you thought you knew is wrong.
Invited talk for the 2nd GALA Alignment School. Organized by GALA - Games and Learning Alliance, Network of Excellence on Serious Games, funded by the FP7. Carcavelos, Lisbon, 25 June 2012.
This talk will explore how games play an integral part in today's crossmedia landscape. More and more, fictional worlds are being created with multiple points of entry that provide fans as little or as much access and agency as they want into the stories found in these worlds. Specific examples will be discussed in order to highlight the role that video games play in the overall experiences, as well as to illustrate how game design serves as an overarching trope through which fans are encouraged to explore the various media in order to fully experience the fictional world.
Chris Trottier "Designing Games for the 43 year old Woman"Game Diversity
This presentation was done by (and is owned by) Chris Trottier, Zynga. It is being uploaded to continue / further the discussion of diversity and inclusion within the video game industry.
Social Media/Digital Trends: What do you know? How can you help?Joi Podgorny
How much do you know about recent trends in Digital/Social Media? Do you know how to help the young people in your life should they have issues? Are you preparing them proactively? Do you know the appropriate way to react in a potentially negative situation? Hopefully this presentation can help.
Feel free to contact me if you need help navigating these situations for your brand of community.
An introduction to the cryptocurrency investment platform Binance Savings.Any kyc Account
Learn how to use Binance Savings to expand your bitcoin holdings. Discover how to maximize your earnings on one of the most reliable cryptocurrency exchange platforms, as well as how to earn interest on your cryptocurrency holdings and the various savings choices available.
The world of search engine optimization (SEO) is buzzing with discussions after Google confirmed that around 2,500 leaked internal documents related to its Search feature are indeed authentic. The revelation has sparked significant concerns within the SEO community. The leaked documents were initially reported by SEO experts Rand Fishkin and Mike King, igniting widespread analysis and discourse. For More Info:- https://news.arihantwebtech.com/search-disrupted-googles-leaked-documents-rock-the-seo-world/
VAT Registration Outlined In UAE: Benefits and Requirementsuae taxgpt
Vat Registration is a legal obligation for businesses meeting the threshold requirement, helping companies avoid fines and ramifications. Contact now!
https://viralsocialtrends.com/vat-registration-outlined-in-uae/
3.0 Project 2_ Developing My Brand Identity Kit.pptxtanyjahb
A personal brand exploration presentation summarizes an individual's unique qualities and goals, covering strengths, values, passions, and target audience. It helps individuals understand what makes them stand out, their desired image, and how they aim to achieve it.
Premium MEAN Stack Development Solutions for Modern BusinessesSynapseIndia
Stay ahead of the curve with our premium MEAN Stack Development Solutions. Our expert developers utilize MongoDB, Express.js, AngularJS, and Node.js to create modern and responsive web applications. Trust us for cutting-edge solutions that drive your business growth and success.
Know more: https://www.synapseindia.com/technology/mean-stack-development-company.html
B2B payments are rapidly changing. Find out the 5 key questions you need to be asking yourself to be sure you are mastering B2B payments today. Learn more at www.BlueSnap.com.
LA HUG - Video Testimonials with Chynna Morgan - June 2024Lital Barkan
Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
We will dig deeper into:
1. How to capture video testimonials that convert from your audience 🎥
2. How to leverage your testimonials to boost your sales 💲
3. How you can capture more CRM data to understand your audience better through video testimonials. 📊
Digital Transformation and IT Strategy Toolkit and TemplatesAurelien Domont, MBA
This Digital Transformation and IT Strategy Toolkit was created by ex-McKinsey, Deloitte and BCG Management Consultants, after more than 5,000 hours of work. It is considered the world's best & most comprehensive Digital Transformation and IT Strategy Toolkit. It includes all the Frameworks, Best Practices & Templates required to successfully undertake the Digital Transformation of your organization and define a robust IT Strategy.
Editable Toolkit to help you reuse our content: 700 Powerpoint slides | 35 Excel sheets | 84 minutes of Video training
This PowerPoint presentation is only a small preview of our Toolkits. For more details, visit www.domontconsulting.com
2. +
Introductions
Joi Podgorny is Director of
Community Engagement for
Smart Bomb Interactive, where
she architects and oversees all
aspects of community
management and audience
research for National
Geographic Animal Jam, an
online virtual world for kids
where they can become the
Twitter: @joipod animals they love and learn
http://joipodgorny.com
about the natural world while
having fun.
3. +
Introductions
Izzy Neis is Vice President of
User Engagement for Everloop,
creators of a safe social media
platform for kids. Before
Everloop, Izzy was in charge of
user engagement at Gazillion
Entertainment, a virtual world/
MMORPG company that
produced games for licenses
including Marvel, DreamWorks,
Twitter: @izzyneis and Lego.
http://izzyneis.com
5. +
What is a Virtual World?
Definitions:
Is a virtual chat room
with multiple
opportunities for
interaction and play
Allow for customizable
and unique play that
allows identity and
social exploration
while engaging with
brands
6. +
What is a Virtual World?
9 Successful Points
Social
Questing Leveling
Interactivity
Casual
Combat Exploration
gaming
Guilds Customization Story
7. +
Virtual Worlds…
ARE: ARE NOT:
Great engagement for kids The “Field of Dreams”
Still
strong industry buzz Easy to build and operate
words
Quickand/or cheap to
Very
popular with kids make revenue
under 13 years old
Guaranteed to succeed
Funto design and
conceptualize 100% certifiably safe
8. +
Game Play & Engagement:
‘Tween Play Patterns
Justlike on the playground, children build up social story and
social purpose to help relate to the world around. Regardless
of the planned play, if the environment allows for interactive
play, youth will find ways to engage.
Often the set up of the visual environment can help lead the
play - like a virtual "room" designed to looks like a restaurant
with tables covered in plates, a cash register, etc.
The
following are play patterns typically seen in sandbox
experiences like virtual worlds or MMORPGs.
9. +
Game Play & Engagement:
Play Patterns – Group Play
Family/ House (mommy, daddy, baby/babies, sister, brother,
dog, cat, etc)
School (Teacher, class)
War (one faction against either another or many, this rarely is
violent, it’s more about the excitement and drama leading up
to the idea of war and then running away and recouping)
Restaurant (waiter, waitress, host, cash register)
Store (owner, employees, customers, probably a robber)
10. +
Game Play & Engagement:
Play Patterns
Small Groups Individual
Love Triangles Impersonation of staff/celebrity
Boyfriend/girlfriend Boba Fett child
Best friend drama Emo/goth child
(no one loves me)
Exclusive clubs (matching outfits
clubs, can’t-come-in-here clubs, Bully/Troll (wants to be top dog)
exclusion-of-one-person clubs,
reg vs noob clubs) “I’m Hiding” or “You can’t see
me”
Wedding (solo “pay attention to me” play)
Band (rock, etc) Silent lurkers
11. +
Game Play & Engagement:
Play Patterns – Occupations
Ninja Secret Agent
Robber King/Queen
Pirate Bounty Hunter
Cowboy Super Hero
fantastical or local –
Wrestler Fireman, Police, Life Guard
Monster Village Idiot/Class Clown
Vampire, Zombie, Werewolf Silly/contrite, acts dumb on
purpose
Witch/Wizard/Magician
12. +
Shall we play a bit?
(Always say yes to this question)
13. +
Game Play & Engagement:
Play Patterns – Danger Zones
Ok, Until it isn’t… Expected Behavior
Doctor Tattle tales / finger pointers
Marriage Romance
Kidnapper Bullies
Impersonation causes havoc Personally Identifiable
Information (PII) requesters
Abuse (when aggressive talk
stops being about the role- Random reporters
play drama, and starts getting
“real”) Hyper sensitive
14. +
Game Play & Engagement:
Player Types
Gamer/
Puzzler
Explorer Customizer
Collector/
Learner
Consumer
Fighter Communicator
15. +
Messaging Opportunities:
In- World
Transition Screens (room to room, room to game)
Entry Pop Up
Community arenas/boards for clubs, guilds, and/or special rank
Online broadcasts (pop up for all live players)
Competitions (camp flag wars / etc)
Newspapers (art, articles, ads)
NPC Characters / Heralds (script)
In Game Bulletin Boards, arrow signs, & Posters (environmental)
16. +
Messaging Opportunities:
In- World
Casual gaming mid-game “commercial break” content
Town crier (board, NPC, game master, location, etc)
Friending processes
Fan Galleries (Art, Prose)
Canned Chat
In-world Decorations
Accessories/Home items
Printables with viral info and branding
17. +
Messaging Opportunities:
In- World
Uniqueenvironment elements (train tickets for trains, mail
boxes with clickable content, promotional rooms/games, etc)
Postcards/canned email messages
Quests (Themed, limited time, goal-driven)
Polls
Feedback points that ask open ended ?’s
18. +
Messaging Opportunities:
To Chat or not to Chat…
Chat can be executed in three fashions:
Unfiltered chat (allows for any text based word/phrase/etc to be
typed and shared within a public space, in real-time)
Unfiltered chat is not recommended for a target demographic
under 18 years of age, and has legal ramifications if you allow
youth under 13 years of age to chat unfiltered (as part of COPPA
legislation).
Filtered chat (restricts certain words and phrases based on a
black list of barred content and a white list of allowed content)
Pre-written chat messages (sometimes referred to as canned
chat) that the user picks from a list of content approved by the site
and provided for the user's social benefit.
20. +
Messaging Opportunities:
Website Communication
Parent Center Fiction / Fan Fiction
Splash Page Widgets of info (or info
tickers)
Blog
Character profiles / Group
Forum pages
Login News Feed Sneak Peeks, Mystery content,
hidden content
Downloadables/Printables
Knowledge base
Voting/elections/karma points
Subscription/Payment pages
Lore Pedia
21. +
Messaging Opportunities:
External Channels
Adult Facing
(Twitter, Facebook)
Video (Youtube, Vimeo)
Child facing (Everloop, Kidzui)
Digital Ads
Auto-emails generated form
actions on the site
Opt-in Newsletter
Street Teams
22. +
Business Models
Micro-
Subscriptions
transactions
Freemium
23. + SOUNDS GREAT!
Sign us up!
Let us tell you about the fine print first…
24. +
Virtual Worlds are
Difficult to Begin
Misconceptions and pipe dreams abound
Marketplace is flooded – with mostly failures
Technology is VERY early, buggy and constantly evolving
Expertise is a commodity and costs accordingly
Outsourcing is ideal for scaling ability
But comes with it’s own headaches
25. +
Virtual Worlds are
Difficult to Maintain
IF you start to gain traction in the marketplace,
then your costs start to compound quickly:
Community Staffing
IT/Facilities
Software/Tools
Sys Admins/Servers
New content cycles
Marketing
Analytics
You have to make sure your revenue goals match
26. +
Issues that need to be considered
COPPA/
FTC/ Safety
CARU
Public
Parents
Relations
27. +
Virtual World Staffing
Online Community Other Teams to consider:
Manager/Director IT Team
Customer Service (CS)
Operations
Manager
Quality Assurance
Billing Lead
Business Analytics
CS Lead
Moderation Manager Content Teams
Moderation Lead Development
Forum/Blog Lead Production
Facilitation/SocMed/ Program Content
Engagement Manager Marketing Team
28. +
Community Team Staffing
Considerations
Before hiring After Hiring
Discipline Guidelines Privacy Training
Interviews Shadowing
Scenarios Guidelines review
Writing Tests Filter updates
Background Checks Software iterations
Quality Assurance
29. +
Community Team Scaling
Launch Game,
Volumes Increase,
Workflows Articulated
Game Grows,
Volumes Increase,
Revenues Justify Hiring
30. +
Joi Podgorny
joipodgorny@gmail.com
@joipod
Izzy Neis
alwaysreaching@gmail.com
@izzyneis