Nathan Farrugia has experience designing and developing card games, action games, and fitness apps. Some of his projects include Roshamken, a paper-rock-scissors card game; Hive Defense, a 2D action game where players protect beehives by drawing lines; and One Fitness Daily, a fitness app that encourages users to complete one activity per day. Nathan focuses on game and UI design, creating concept documents, prototyping, and taking projects from design to completion. He is looking to provide more samples of his work to potential clients.
Color Switch is a casual mobile game app developed by Fortafy Games in 2015. The game involves tapping the screen to maneuver a colored ball through obstacles of the same color. It gained popularity due to its simple yet addictive gameplay and sharing high scores on social media. Color Switch is free to play but includes in-app purchases. It has been downloaded over 400 million times worldwide and its success demonstrates how casual games on mobile devices have become a popular part of culture and entertainment.
For the Win: What Businesses are Learning from the World of GamesKevin Werbach
This document discusses how businesses are learning from digital games. It explains how games use designed feedback loops and analytics to achieve massive growth. Games are highly motivating because they satisfy psychological needs for competence, autonomy, and relatedness. The concept of "gamification" is introduced, which is using game elements and design in non-game contexts. Gamification can motivate users by engaging them through points, rankings, challenges and other game mechanics. The document argues that gamification techniques can help drive engagement for businesses.
The document summarizes the design of a controller created by Dusk Troll Studios to be accessible for people with one hand or leg. It combines aspects of individual designs created by each member. The controller uses the player's palm on a trackpad with buttons and a joystick. It incorporates a footboard with additional buttons to reduce stress on the hand. Motion control and a rounded shape add comfort. The controller can be customized for different consoles through interchangeable charging cables. Testing showed the foot controls could be improved, so a traditional pedal design was adopted. The final design aims to make gaming more accessible while still being comfortable for all players.
Java is a popular programming language originally developed by Sun Microsystems in 1995 that allows applications to run on any system with a Java Virtual Machine. It derives syntax from C and C++ but has a simpler object model and fewer low-level facilities. Major versions included Java 2 which introduced configurations for different platforms like Java EE for enterprise applications and Java ME for mobile.
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 document provides reviews of several new gaming consoles, controllers, and games coming out in late 2013 and early 2014 for the Xbox One, PlayStation 4, Nintendo 3DS, and other gaming systems. It summarizes the key features and release dates for products like the Xbox One and PlayStation 4 consoles, new controllers for those systems, upcoming game titles, and other gaming-related devices.
This document provides an overview of gaming consoles, including their history, components, popular current models from Sony, Microsoft and Nintendo, and comparisons between the PS4 and Xbox One. It discusses the basic components of a gaming console, including user controls, CPU, RAM, storage and video/audio output. The document also outlines some advantages and disadvantages of gaming consoles compared to PCs in terms of graphics, customization and exclusives. In conclusion, it states that gaming consoles are generally a better long-term option for gaming due to their dedicated design, and that gaming drives technology requirements in areas like graphics and storage.
Nathan Farrugia has experience designing and developing card games, action games, and fitness apps. Some of his projects include Roshamken, a paper-rock-scissors card game; Hive Defense, a 2D action game where players protect beehives by drawing lines; and One Fitness Daily, a fitness app that encourages users to complete one activity per day. Nathan focuses on game and UI design, creating concept documents, prototyping, and taking projects from design to completion. He is looking to provide more samples of his work to potential clients.
Color Switch is a casual mobile game app developed by Fortafy Games in 2015. The game involves tapping the screen to maneuver a colored ball through obstacles of the same color. It gained popularity due to its simple yet addictive gameplay and sharing high scores on social media. Color Switch is free to play but includes in-app purchases. It has been downloaded over 400 million times worldwide and its success demonstrates how casual games on mobile devices have become a popular part of culture and entertainment.
For the Win: What Businesses are Learning from the World of GamesKevin Werbach
This document discusses how businesses are learning from digital games. It explains how games use designed feedback loops and analytics to achieve massive growth. Games are highly motivating because they satisfy psychological needs for competence, autonomy, and relatedness. The concept of "gamification" is introduced, which is using game elements and design in non-game contexts. Gamification can motivate users by engaging them through points, rankings, challenges and other game mechanics. The document argues that gamification techniques can help drive engagement for businesses.
The document summarizes the design of a controller created by Dusk Troll Studios to be accessible for people with one hand or leg. It combines aspects of individual designs created by each member. The controller uses the player's palm on a trackpad with buttons and a joystick. It incorporates a footboard with additional buttons to reduce stress on the hand. Motion control and a rounded shape add comfort. The controller can be customized for different consoles through interchangeable charging cables. Testing showed the foot controls could be improved, so a traditional pedal design was adopted. The final design aims to make gaming more accessible while still being comfortable for all players.
Java is a popular programming language originally developed by Sun Microsystems in 1995 that allows applications to run on any system with a Java Virtual Machine. It derives syntax from C and C++ but has a simpler object model and fewer low-level facilities. Major versions included Java 2 which introduced configurations for different platforms like Java EE for enterprise applications and Java ME for mobile.
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 document provides reviews of several new gaming consoles, controllers, and games coming out in late 2013 and early 2014 for the Xbox One, PlayStation 4, Nintendo 3DS, and other gaming systems. It summarizes the key features and release dates for products like the Xbox One and PlayStation 4 consoles, new controllers for those systems, upcoming game titles, and other gaming-related devices.
This document provides an overview of gaming consoles, including their history, components, popular current models from Sony, Microsoft and Nintendo, and comparisons between the PS4 and Xbox One. It discusses the basic components of a gaming console, including user controls, CPU, RAM, storage and video/audio output. The document also outlines some advantages and disadvantages of gaming consoles compared to PCs in terms of graphics, customization and exclusives. In conclusion, it states that gaming consoles are generally a better long-term option for gaming due to their dedicated design, and that gaming drives technology requirements in areas like graphics and storage.
Mutant Mudds was first showcased at E3 2009 and reintroduced at E3 2011 for the Nintendo 3DS. It was launched on the Nintendo eShop in January 2012 for the 3DS and later released on other platforms like PlayStation Network, iOS App Store, and Steam. The game is available on multiple platforms including Windows, iOS, Wii U, PlayStation 3 and PlayStation Vita, with prices ranging from £5.99 to £6.99 depending on the platform.
1. Should we get into the mobile gaming industry? Of the five gaming platforms, mobile games is the fastest growing, siphoning casual gamers away from handheld, PC and console. 70-80% of downloads to mobile devices are games. Mobile games are the least expensive platform to develop on, as the low computing power has kept user expectation at bay.
2. What platform should we build our games on? The two largest retail app stores in the mobile game value chain are Android and Apple. By 2015 they will have 81% of the phone / tablet market combined. Android and Apple control the majority of mobile developer communities worldwide.
3. Is mobile the right platform for edugame genre? The fastest growing genre of mobile games is puzzles. These kinds of games cross culture, language, age and sex. Mobile games-based learning revenues will reach US$263.3 million by 2015 in the US alone. Packaged mobile edugames will account for 90.5% of all revenues by 2015. Packaged mobile edugames are outselling non-mobile (PC and console) edugames.
The document provides an analysis of the 7th generation game console industry, focusing on the major players Xbox 360, PlayStation 3, and Nintendo Wii between 2005-2013. It summarizes that:
1) Nintendo succeeded through a differentiated strategy targeting casual gamers with its low-cost and motion-sensing Wii console, outselling rivals.
2) Both Microsoft and Sony focused on hardcore gamers but struggled with high production costs, though built strong brands and game libraries.
3) The industry now faces challenges from mobile/social gaming, but console gaming remains lucrative with new revenue models and popular franchises.
This document provides an overview of gaming, including the definition of a game, genres of games, the origins of gaming and consoles. It discusses early games from the 1940s and 1950s, the first home console (Magnavox Odyssey) and important consoles like Atari 2600, PlayStation 3 and Xbox 360. Mobile gaming and popular mobile games are also covered. The advantages of gaming such as improved skills are contrasted with potential disadvantages like aggressive behavior.
This document discusses the history and current state of video games. It outlines how the first video games were developed in the 1940s-1970s and became popular in arcades. Today, video games are played on various devices and consoles and have evolved into different genres. The future of video games may include more immersive, realistic experiences that incorporate full-body movement. While video games can provide benefits like improved skills, they also present consequences such as addiction and health issues if overplayed.
This document discusses the importance of gaming to the computer industry. It notes that 60% of US residents play computer games and over 221 million computer and video games were sold in the US in 2002. The gaming industry reported $6.5 billion in sales that year. Online gaming revenues were estimated to reach $2.9 billion by 2005. The global gaming industry generates over $20 billion in revenue annually, forming a major part of the entertainment industry. Games are popular because they mimic real-life challenges and games that people play every day. Advances in technology have made modern games much more complex and engaging than older games.
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 document discusses strategies for building and managing a video game collection in a library setting. It provides guidance on evaluating and selecting games based on criteria like plot, characters and gameplay. It also covers cataloging, storing, and promoting games through reviews and magazines. Best practices are highlighted such as focusing collections on particular consoles and age groups, and using security measures and circulation policies for rented games.
The gaming industry has grown at double digit rates until last year. The top 10 gaming companies now have combined revenues of over $24 billion, though the market was slightly lower in 2008. Despite the economic crisis, the online gaming segment continues to boom and lead to fast growth for leading online gaming companies. The document then provides details on various gaming platforms such as PlayStation, Xbox, Nintendo, mobile and online/MMO gaming. It discusses the different models for online gaming subscriptions and payments. Finally, it outlines some future trends in gaming like face/voice control, augmented reality and cloud gaming.
Xóc dia b?p b?ng quân dóm th?t d? dàng khi b?n có d?ng c? dánh xóc dia c?a cao th? d?y b?p. Bán d? choi xóc dia b?p , d?y m?o xóc dia b?p
xoc dia,xoc dia bip.
Presentation of a hypothetical/ possible intercultural PR campaign for Sony's Playstation branch. This includes a brief history, a look at their demographics, and how one can use the mass interest in video games to be a better corporate citizen (Corporate social responsibility). This was prepared for Dr. Byrum's Public Relations practice course at Bloomsburg University.
This document summarizes the talk "The Rise, the Fall and the Future of Independent Social Game Developers" given by James Jen of TipCat Interactive. The summary discusses:
1) Jen has experience developing games for various platforms including mobile, social networks, and consoles. He discusses how distribution channels for games have changed over time, from movies/TV to mobile/social networks.
2) TipCat Interactive has developed many successful mobile and social games. Examples include Sudoku Guru, Cell War, and Ghosts 'n Zombies. They have also developed branded social games for companies.
3) Looking ahead, Jen discusses TipCat's focus on developing new console, MMORPG, social,
Video games are electronic games that involve interaction with a user interface to generate visual feedback. They are played on various platforms like computers, consoles, and mobile devices. Over time, video games have evolved from simple arcade and console games to include different genres like casual, serious, and core games. They can provide entertainment but also convey information through genres like serious and tactical games. Video games now generate billions in annual sales worldwide.
The document provides an overview of the video game industry in 2007. It discusses various segments within the industry, including console, PC, online and casual games. It also covers trends like increasing the lifetime value of gamers and harnessing the internet. Recent mergers and acquisitions in the industry are highlighted. The author believes media companies should focus on the industry services sector for acquisition opportunities.
The PlayStation Vita allows players to enjoy big games on the go with features like front and rear cameras, WiFi connectivity, and a 5-inch touch screen. It transforms favorite PS3 titles for portable play through motion controls, augmented reality, and dual analog sticks. Players can compete against others worldwide and pick up multiplayer games anywhere through 3G connectivity.
Shaffer Distributing Company - IAAPA Review 2016 priamin527
The document provides information on various arcade and redemption games from different manufacturers including Andamiro, Namco, Face Place, Barron, Baytek, and Benchmark. Details provided for each game include dimensions, game play description, target audience, and sometimes links to video demonstrations. Games featured are from various genres including ticket redemption, video games, crane games, basketball, and more.
The JadeShop - A PowerPoint Game Streaming Service By JadeJohnson GamesJames Johnson
What Is "The JadeShop™"?
The JadeShop™ is a free, codeless, PowerPoint game streaming service (for 2010+) which offers a large and growing variety of titles available to either play online, or store locally on your device! There are also TV, music, and relaxation services and an integrated parental rating system; and new content is added as soon as it's available!
How It Works:
"The JadeShop™" features a revolutionary eight way "EXTRAS slash INFO slash CACHE slash TV slash RELAX slash VIBES slash NEWS slash MAIN" toggle button, which lets you switch between the various kinds of media available via our service.
Quran says who to follow !
Prophet PBUH !
and who else !?
12 Imams !? 14 Masoom !?
Quran hints !? quranhints
telegram.me/quranhints
daliliali.persianblog.ir
0989123459914
Quran Hints on facts !
New approach in discovering facts from Quran !
Islam ! Shia ! 12 Imams ! 14 Masooms !
quranhints ! @quranhints
telegram.me/quranhints
daliliali.persianblog.ir
0989123459914
Mutant Mudds was first showcased at E3 2009 and reintroduced at E3 2011 for the Nintendo 3DS. It was launched on the Nintendo eShop in January 2012 for the 3DS and later released on other platforms like PlayStation Network, iOS App Store, and Steam. The game is available on multiple platforms including Windows, iOS, Wii U, PlayStation 3 and PlayStation Vita, with prices ranging from £5.99 to £6.99 depending on the platform.
1. Should we get into the mobile gaming industry? Of the five gaming platforms, mobile games is the fastest growing, siphoning casual gamers away from handheld, PC and console. 70-80% of downloads to mobile devices are games. Mobile games are the least expensive platform to develop on, as the low computing power has kept user expectation at bay.
2. What platform should we build our games on? The two largest retail app stores in the mobile game value chain are Android and Apple. By 2015 they will have 81% of the phone / tablet market combined. Android and Apple control the majority of mobile developer communities worldwide.
3. Is mobile the right platform for edugame genre? The fastest growing genre of mobile games is puzzles. These kinds of games cross culture, language, age and sex. Mobile games-based learning revenues will reach US$263.3 million by 2015 in the US alone. Packaged mobile edugames will account for 90.5% of all revenues by 2015. Packaged mobile edugames are outselling non-mobile (PC and console) edugames.
The document provides an analysis of the 7th generation game console industry, focusing on the major players Xbox 360, PlayStation 3, and Nintendo Wii between 2005-2013. It summarizes that:
1) Nintendo succeeded through a differentiated strategy targeting casual gamers with its low-cost and motion-sensing Wii console, outselling rivals.
2) Both Microsoft and Sony focused on hardcore gamers but struggled with high production costs, though built strong brands and game libraries.
3) The industry now faces challenges from mobile/social gaming, but console gaming remains lucrative with new revenue models and popular franchises.
This document provides an overview of gaming, including the definition of a game, genres of games, the origins of gaming and consoles. It discusses early games from the 1940s and 1950s, the first home console (Magnavox Odyssey) and important consoles like Atari 2600, PlayStation 3 and Xbox 360. Mobile gaming and popular mobile games are also covered. The advantages of gaming such as improved skills are contrasted with potential disadvantages like aggressive behavior.
This document discusses the history and current state of video games. It outlines how the first video games were developed in the 1940s-1970s and became popular in arcades. Today, video games are played on various devices and consoles and have evolved into different genres. The future of video games may include more immersive, realistic experiences that incorporate full-body movement. While video games can provide benefits like improved skills, they also present consequences such as addiction and health issues if overplayed.
This document discusses the importance of gaming to the computer industry. It notes that 60% of US residents play computer games and over 221 million computer and video games were sold in the US in 2002. The gaming industry reported $6.5 billion in sales that year. Online gaming revenues were estimated to reach $2.9 billion by 2005. The global gaming industry generates over $20 billion in revenue annually, forming a major part of the entertainment industry. Games are popular because they mimic real-life challenges and games that people play every day. Advances in technology have made modern games much more complex and engaging than older games.
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 document discusses strategies for building and managing a video game collection in a library setting. It provides guidance on evaluating and selecting games based on criteria like plot, characters and gameplay. It also covers cataloging, storing, and promoting games through reviews and magazines. Best practices are highlighted such as focusing collections on particular consoles and age groups, and using security measures and circulation policies for rented games.
The gaming industry has grown at double digit rates until last year. The top 10 gaming companies now have combined revenues of over $24 billion, though the market was slightly lower in 2008. Despite the economic crisis, the online gaming segment continues to boom and lead to fast growth for leading online gaming companies. The document then provides details on various gaming platforms such as PlayStation, Xbox, Nintendo, mobile and online/MMO gaming. It discusses the different models for online gaming subscriptions and payments. Finally, it outlines some future trends in gaming like face/voice control, augmented reality and cloud gaming.
Xóc dia b?p b?ng quân dóm th?t d? dàng khi b?n có d?ng c? dánh xóc dia c?a cao th? d?y b?p. Bán d? choi xóc dia b?p , d?y m?o xóc dia b?p
xoc dia,xoc dia bip.
Presentation of a hypothetical/ possible intercultural PR campaign for Sony's Playstation branch. This includes a brief history, a look at their demographics, and how one can use the mass interest in video games to be a better corporate citizen (Corporate social responsibility). This was prepared for Dr. Byrum's Public Relations practice course at Bloomsburg University.
This document summarizes the talk "The Rise, the Fall and the Future of Independent Social Game Developers" given by James Jen of TipCat Interactive. The summary discusses:
1) Jen has experience developing games for various platforms including mobile, social networks, and consoles. He discusses how distribution channels for games have changed over time, from movies/TV to mobile/social networks.
2) TipCat Interactive has developed many successful mobile and social games. Examples include Sudoku Guru, Cell War, and Ghosts 'n Zombies. They have also developed branded social games for companies.
3) Looking ahead, Jen discusses TipCat's focus on developing new console, MMORPG, social,
Video games are electronic games that involve interaction with a user interface to generate visual feedback. They are played on various platforms like computers, consoles, and mobile devices. Over time, video games have evolved from simple arcade and console games to include different genres like casual, serious, and core games. They can provide entertainment but also convey information through genres like serious and tactical games. Video games now generate billions in annual sales worldwide.
The document provides an overview of the video game industry in 2007. It discusses various segments within the industry, including console, PC, online and casual games. It also covers trends like increasing the lifetime value of gamers and harnessing the internet. Recent mergers and acquisitions in the industry are highlighted. The author believes media companies should focus on the industry services sector for acquisition opportunities.
The PlayStation Vita allows players to enjoy big games on the go with features like front and rear cameras, WiFi connectivity, and a 5-inch touch screen. It transforms favorite PS3 titles for portable play through motion controls, augmented reality, and dual analog sticks. Players can compete against others worldwide and pick up multiplayer games anywhere through 3G connectivity.
Shaffer Distributing Company - IAAPA Review 2016 priamin527
The document provides information on various arcade and redemption games from different manufacturers including Andamiro, Namco, Face Place, Barron, Baytek, and Benchmark. Details provided for each game include dimensions, game play description, target audience, and sometimes links to video demonstrations. Games featured are from various genres including ticket redemption, video games, crane games, basketball, and more.
The JadeShop - A PowerPoint Game Streaming Service By JadeJohnson GamesJames Johnson
What Is "The JadeShop™"?
The JadeShop™ is a free, codeless, PowerPoint game streaming service (for 2010+) which offers a large and growing variety of titles available to either play online, or store locally on your device! There are also TV, music, and relaxation services and an integrated parental rating system; and new content is added as soon as it's available!
How It Works:
"The JadeShop™" features a revolutionary eight way "EXTRAS slash INFO slash CACHE slash TV slash RELAX slash VIBES slash NEWS slash MAIN" toggle button, which lets you switch between the various kinds of media available via our service.
Quran says who to follow !
Prophet PBUH !
and who else !?
12 Imams !? 14 Masoom !?
Quran hints !? quranhints
telegram.me/quranhints
daliliali.persianblog.ir
0989123459914
Quran Hints on facts !
New approach in discovering facts from Quran !
Islam ! Shia ! 12 Imams ! 14 Masooms !
quranhints ! @quranhints
telegram.me/quranhints
daliliali.persianblog.ir
0989123459914
Este documento describe los contadores, circuitos que cuentan secuencias de números de forma ordenada. Los contadores pueden ser asíncronos o síncronos. Los contadores asíncronos cuentan cuando reciben una señal externa mientras que los síncronos cuentan al ritmo de una señal de reloj común. Los contadores están compuestos de flip-flops y pueden contar en binario, decimal u otros formatos, repitiendo la secuencia cuando alcanzan el máximo número.
Medidas de prevención para sismos o erupciones volcánicas incluyen reforzar viviendas con aislamiento, construir estructuras más fuertes, almacenar agua y alimentos, participar en simulacros, preparar un plan de emergencias y sujetar objetos grandes a paredes u otros objetos.
Este documento trata sobre la seguridad en el transporte de cargas comunes y especiales por medios terrestres, aéreos y marítimos. Describe los riesgos y características de cada modo de transporte, incluyendo ventajas e inconvenientes. Luego se enfoca en los riesgos del transporte terrestre por camión, detallando peligros para los conductores y medidas preventivas. Finalmente, cubre temas como la identificación de unidades y el uso obligatorio de bandas retrorreflectantes.
The one-man show iDoll tells the story of Pinocchio as an adult man struggling with what it means to be human. Pinocchio, now alone in the city, is working on his life's invention - the iDoll doll that will change the world. On the eve of the iDoll launch, haunted by puppets from his past, Pinocchio has a nervous breakdown as he questions his own humanity. Through mime, gibberish and virtuoso acting, the show explores what it is to control and be controlled.
El documento habla sobre los diferentes tipos de aprendizaje. Menciona que el aprendizaje implica la adquisición de conocimientos, habilidades, valores y actitudes a través del estudio, la enseñanza o la experiencia. Luego describe varios tipos de aprendizaje como el memorístico, explícito, observacional, asociativo, significativo, colaborativo, emocional, experiencial, por descubrimiento y receptivo. También menciona que el pensamiento crítico implica analizar y evaluar la lógica de los razon
Este documento habla sobre equipos sometidos a presión. Explica definiciones clave como aparatos a presión, equipos a presión, recipientes, tuberías, accesorios de seguridad y más. También cubre clasificaciones de aparatos a presión con y sin fuego. Además, destaca condiciones generales de seguridad en el diseño, construcción, pruebas y operación de estos equipos.
La ley 19587 establece las normas de higiene y seguridad en el trabajo en todo el territorio de la República. Sus disposiciones se aplican a todos los establecimientos y explotaciones, sean lucrativos o no. La ley define términos como establecimiento, explotación y empleador. Además, establece que el empleador es responsable de cumplir con las medidas de higiene y seguridad. Finalmente, la ley crea servicios de medicina del trabajo y de higiene y seguridad, y establece norm
Este documento resume 58 incidentes de agresión contra el personal de la Unidad de Protección a Defensoras y Defensores de Derechos Humanos de Guatemala (UDEFEGUA) desde el año pasado. Entre los incidentes se incluyen 1 ataque directo contra la integridad física de una trabajadora de UDEFEGUA, 1 sabotaje de un vehículo de la organización, 3 amenazas de muerte, 14 actos de difamación e intimidación contra miembros de UDEFEGUA, incluyendo interrogatorios en aeropuertos.
Bab 12 salat sunah berjamaah dan munfaridBangFaeshal
Teks tersebut membahas tentang salat sunah berjamaah dan munfarid khususnya salat Tarawih, Witir, dan Idul Fitri serta Idul Adha. Terdapat penjelasan mengenai pengertian, hukum, tata cara pelaksanaan, dan panduan praktik untuk ketiga jenis salat sunah tersebut.
Game design is a process that involves imagining a game, defining how it works, and describing its elements. It passes this information to the team that will produce the game. Key game components include core mechanics, the challenges and actions; the interface for player interaction; and the immersive storytelling engine. Games are now the third largest entertainment industry in the world, behind only weapons and automobiles. Advertising in games has grown significantly and is a strategy used by many brands to market through in-game placements and sponsored games.
Last Day of Work is a small independent game studio located between San Francisco and Italy that makes casual video games. They have a virtual office with team members located around the world. Their games, such as Fish Tycoon and Virtual Villagers, are family friendly and aim to be "software toys". They follow a typical development process of alpha, beta, and gold stages. They distribute their games through online publishers and distributors who take a large cut but provide traffic, and market their games through their website, forums, press releases, and video uploads.
This document presents a proposal for a new multiplayer mobile tactical action game. A team of software developers from Izmir University of Economics have been developing games for a year and want to complete and publish their next game. They aim to address issues with existing multiplayer mobile games like imbalance between new and old players and "pay to win" elements. Their proposed game would be free to play with optional in-app purchases for visual character customization only. It would use Unity 3D and have 10 players competing over 10 rounds to complete secret missions and score points.
The task was to present a 15 slides strategy document for a declining company to present relevant innovative solutions that could potentially disrupt its industry and refine the whole brand experience.
Game Thinking - The Business of Gaming (Gamification)Stephen Gay
Companies can leverage game thinking (gamification) to delight customers, increase usage and achieve business goals. The following deck is an overview of my research on the topic of gamification and game thinking. Enjoy!
Inglés 3° medio - Video games in the current world (Los videojuegos en el mun...Great Ayuda
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Este es un archivo PDF.
Archivo PowerPoint disponible en The Great Ayuda.
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Hyper casual games are one of the categories which are in demand now. There are different reasons behind this, to know, you need to go through the following slides.
This document provides an overview of advergames, including definitions, types, concepts, ways to embed brands, user motivations, targeting, technology limitations, examples, and the future of advergames. It discusses how advergames can promote brands through product placement and sponsorships in online games. It also addresses user data collection, virality through social features, and challenges in creating engaging advergames.
This presentation discusses Pokémon Go and what can be learned from its phenomenon. It begins with an introduction to 3rd Sense, a team of technology creatives who are game designers for business. Their mission is to make the world more fun for everyone. They then discuss Pokémon Go, what it is, how it works using location-based augmented reality and geolocation gameplay. Key features that contributed to its success are discussed like social interaction. Monetization strategies using in-app purchases are also covered. Results showed it had over 100 million users and added billions to the company's market value. Game design principles that could be applied to business are presented. Examples of 3rd Sense's work in designing games for brands are provided.
The document discusses the pros and cons of computer and video games. It begins by introducing the topic and noting that both useful and harmful effects on the human body, especially children, will be examined. Examples are then provided of recent developments in computer games and their effects. The main differences between computer and video games are defined, with computer games generally played on PCs and video games on game consoles. Both types of games are then discussed in more detail, including their pros and cons. Steps to avoid negative effects like addiction are suggested, such as monitoring time spent playing, identifying impacts, and engaging in physical activities instead. The conclusion reiterates the balance of gaining knowledge from games but also risks of addiction.
This presentation is a general overview about the SNS and SNG industry in Korea and worldwide. It may be useful for those developers and publishers who are interested to enter the social gaming market in Korea.
Universal Design Lessons - Boston Games ForumDave Bisceglia
The document provides design lessons for various stages of game development including ideation, prototyping, building, testing, polishing, and growing. It emphasizes keeping ideas simple, finding the fun through prototyping, getting early feedback, showing progress, optimizing monetization, balancing games, and giving players a story to share. Key lessons include focusing on engagement, retention, monetization and virality metrics.
The document provides details about a proposed 2D platformer video game called "Coffee Run" that follows a character fetching coffee for his boss. It discusses the game's story, intended marketing strategy including releasing teaser trailers and posters, competing with other games at Comic-Con, targeting casual gamers, and using celebrities and social media to promote the game.
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2. HISTORICAL
Cookie Clicker is a video
game developed by Julien Thiennot
or Ortheil and launched on 8 August
2013.
It is an incremental game design for
playing on mobile devices, iPads,
tablets or computers.
3. Click,Click,Click on the giant
floating cookie to create lots of
cookies.
Upgrade boxes will light up
when you have enough cookies to
buy and unlock it.
Your first bought upgrade to
help bake your cookies.
Buy power-ups to boost your
upgrades productivity.
Different upgrade has different
production rates and costs.
HOW TO PLAY
4. Golden cookie will creep
up and disappear very
quickly. Don’t miss it!
One of the juicy rewards
from the Golden Cookie.
HOW TO PLAY continue
5. Trade your trillion cookies into a Heavenly chip and a prestige to move to
the next level of the game.
HOW TO PLAY continue
6. BUSINESS MODEL
Revenue is from:
In-App Purchases ranging
from $1.99 - $89.99.
Merchandise available from
$2.87 - $56.94 through
REDBUBBLE website.
Ads displayed within the game
estimated Worldwide revenue of
$10k as of Oct 2016.
Approximately 20 million downloads in 3
years since Version 1.0 was launched in
2013 and followed by Version 2.0 in 2016.
Publisher/ distributor: redBit games and
Jungle Studio.
Free download from Google Play, App
Store, Android App Windows Phone Store
and Amazon apps.
Promotional in-app discounted prices.
Regular promotional linked to a special
event.
In Cookie Clickers 2, players can play
the game with friends on Facebook and to
compare the cookie scores in the global
leaderboard.
7. Design/ technical
How does the game/genre work
Cookie Clicker is in the category of casual game genre containing two different
game mechanics:
Incremental – contains series of upgrades to unlock before proceeding to the next
one.
Idle – does not need a player’s ongoing inputs.
Importance of design and play elements
There are five common design principles for casual games as set by game
researcher, Jasper Juul:
Fiction
Is the first impression representing
the game that encourages you to
select or avoid the game. Cookie
Clicker’s giant floating cookie
subdue background promotes the
positive feel of the game.
8. A simple game to play with
obvious clues such as a cursor
appearing when hovering over the
giant cookie.
Each power-up and upgrade on
the right will light up when you
have enough cookies to unlock the
next upgrade.
It has the right balance of easy to
play and challenges as the game
progresses.
Usability
9. The flexibility of the game allows the
player to play in short bursts, for long
period, pause, save and continue at
the same level where it was left.
Making it very appealing for anyone
who has a few minutes to spare
throughout the day.
Interruptibility
Difficulty and Punishment
Costly grandmas, banks, and
power-ups make it very challenging
to move up to the next level.
Immersive experiences come from
being absorbed in trying to speed up
cookies production to acquire more
banks and so on. The punishment is,
winning is not possible for a game
with no ending such as Cookie
Clicker.
10. Such as:
The baked cookies clock.
Automatic cursors poking at the cookies every 10
seconds.
JUICINESS
Juiciness refers to the feedback you get and there are plenty in Cookie Clicker. The
juiciness changes according to the game level you have achieved.
The golden
cookie reward.
Reward achieved
and description.
11. Influential or popular
Cookie Clicker provides players with different levels of difficulties making it
popular with beginners to advanced players. The high quality graphics and visual
acquisitions create immersivity between the game and the player.
Basic Level-
no milk.
First Progress-
Plain milk
flowing in.
Second Level-
Chocolate
milk.
Level Up-
Rasberry milk.
An example of different levels through the changes in milk flavouring.
12. End Results
This game is mystifyingly addictive. It is one of those games that
contains non violent actions making it safe to let your kids play
without the worry of any imitation of violent actions. Finally, the
game has an awesome graphic and ingenious design that hooks you
in and making you guest what is to come next. Although the game
can play by itself, it still pulls the players in to act on certain tasks.
Not completely idle, after all.
13. Copyright
This work was created under the Australian Commonwealth
Consolidated Acts Copyright Act 1968 – Section 41, ‘Fair dealing for
purpose of criticism or review’ exemption. All media cited in this
work remains the property and copyright of the respective rights
holders.
This Slide Share is created as part of a university assignment for
WEB310: Web Play, Online Games and Gamification at Curtin
Univesity, WA.
My use of the content is for educational purposes and is within the
legal requirement of fair dealing under Australian Copyright Laws.
I acknowledge with thanks to the creators and owners of materials
used in this assignment.
14. Reference
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Retrieved from https://www.amazon.com/Jungle-Studios-Cookie-
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App Store. (n.d.). Cookie Clickers By redBit games (Version 1.22) [Online video game store]. (2016, July 4).
Retrieved from https://itunes.apple.com/au/app/cookie-clickers/id703439482?mt=8
App Store. (n.d.). Cookie Clickers 2 By redBit games (Version 1.1.5) [Online In-App store]. (2016, October 28).
Retrieved from https://itunes.apple.com/au/app/cookie-clickers-2/id985653378?mt=8
Calleja, G. (2010). Digital Games and Escapism. Game and Culture, 5(4), 335-353.
http://dx.doi.org/10.1177/1555412009360412
Commonwealth Consolidated Acts. (n.d.). COPYRIGHT ACT 1968 – SECT 41: Fair dealing for purpose of
criticism or review. Retrieved from
http://www.austlii.edu.au/au/legis/cth/consol_act/ca1968133/s41.html
Ermi, L. & Mayra, F. (2005). Fundamental Components of the Gameplay Experience: Analysing Immersion.
Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play. Retrieved from
https://www.researchgate.net/publication/221217389_Fundamental_Components_of_the_Gameplay_Ex
perience_Analysing_Immersion
15. Reference continue
Fandom Games Community. (2016, November 19). Cookie Clicker Wiki: Cookie Clicker game mechanics-Milk
(Version 2.002). Retrieved from http://cookieclicker.wikia.com/wiki/Milk#Effects
Fandom Games Community. (2016, November 19.). Cookie Clicker Wiki: Update History (Versions 1 - 2.002).
(2013 – 2016). Retrieved from http://cookieclicker.wikia.com/wiki/Update_History
Frank, A. (2016, February 8). Cookie Clicker gets its first big upgrade in nearly three years [Review]. Retrieved
from http://www.polygon.com/2016/2/8/10943130/cookie-clicker-version-2-update
Google Play. (n.d.). Cookie Clickers 2 redBit games (Version 1.1.5) [Online video game store]. (2016, October 27)
Retrieved https://play.google.com/store/apps/details?id=it.redbitgames.cookieclickers2
Google Play. (n.d). Cookie ClickersTM by redBit (Version 1.18-1.20) [Online video game store]. (2016, June 16).
Retrieved https://play.google.com/store/apps/details?id=it.junglestudios.cookieclickers
Juul, J. (2010). A Casual Revolution: Reinventing Video Games and Their Players. Retrieved from
https://marzipa.files.wordpress.com/2011/08/a-casual-revolution-reinventing-video-games-and-their
players.pdf
Kuittinen, J., Kultima, A., Niemela, J., & Pavilainen, J. (2007). Casual games discussion. In Proceedings of the 2007
conference on Future Play (Future Play '07). ACM, New York, NY, USA, 105-
112. http://dx.doi.org/10.1145/1328202.1328221
16. Reference continue
Microsoft Windows Phone Store. (n.d.). Cookie Clickers 2 redBit games (Version 1.1.5 ). [Online mobile application
store]. (2016). Retrieved from https://www.microsoft.com/en-gb/store/p/cookie-clickers/9wzdncrdc0v9
Ortheil. (2014). Cookie Clicker (version 1.0466) [ Online video game]. Retrieved from
http://orteil.dashnet.org/cookieclicker/v10466/
Orteil. (n.d.). About the weirdo. Retrieved from http://orteil42.tumblr.com/about
Porter, J. (2016, Apr 18). Popularity of "idle" games can be attributed to "false sense of achievement". University
Wire Retrieved from
http://search.proquest.com.dbgw.lis.curtin.edu.au/docview/1781660251?accountid=103821
Prescott, S. (2014). Games: 'Clicker and the bleak futility of games [online]. Lifted Brow, The, 22, 43. Nick
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redBit games. (2013). Cookie Clickers . Retrieved from http://www.redbitgames.it/portfolio/cookie- clickers/
REDBUBBLE. (n.d.). Cookie Clicker Merchandise. Retrieved from
http://www.redbubble.com/people/dashnet/collections/252626-cookie-clicker
17. Reference continue
redBit games. (n.d.). Cookie Clickers 2 – Launch Trailer (Version 1.1.5). Retrieved from
http://www.redbitgames.it/portfolio/cookie-clickers-2/
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SensorTower Inc. (n.d.). Cookie Clickers redBite games revenue (Version 1.22) [Data file]. (2013-2016).
Retrieved from https://sensortower.com/ios/gb/redbit-games/app/cookie-clickers/703439482/
themasterkingz. (2015, October 24). What is the difference between an incremental and an idle game [Blog
comments]. Retrieved from https://redd.it/3q0y0x.
Wikipedia. (n.d.). Cookie Clicker (Version 1) [Review]. Retrieved from https://en.wikipedia.org/wiki/Cookie_Clicker
Image courtesy of:
Ortheil. (2013). Cookie Clicker: Ninja Clicker’s bakery (Version 2.002) [Online video game image]. Retrieved from
http://orteil.dashnet.org/cookieclicker/
redBit games. (n.d.). Cookie Clickers 2 (Version 1.1.5) [Online video game image]. Retrieved from
http://www.redbitgames.it/portfolio/cookie-clickers-2/