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A look at Alternate Reality Games, Augmented Reality and how to engage different player types.
ARG + AR = The physical environment and the reality as a game platform
ARG + AR = The physical environment and the reality as a game platform
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The slides accompanying my lecture on environmental storytelling and player navigation.
Experiencing Environments
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Martin Nerurkar
Originally presented at the Institute for Ethics & Emerging Technologies' "Biopolitics of Popular Culture" seminar (December 2009)
LIFE: The Game
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Rowan Wernham
Recommandé
A look at Alternate Reality Games, Augmented Reality and how to engage different player types.
ARG + AR = The physical environment and the reality as a game platform
ARG + AR = The physical environment and the reality as a game platform
MediaFront
Slides on Spatial Storytelling
Environmental Storytelling
Environmental Storytelling
Craig Carey
Slide set describing the Dramagame platform, gameplay and the team behind the product.
What is dramagame
What is dramagame
Dramagame
Project 2 for Stanford Venture Lab. A basic storyline for a 2-minute commercial. All text should be narrative in a TV ad.
Invent-a-Game
Invent-a-Game
Tomasz Zawada
Dubit Platform Features
Dubit Platform Features
Matthew Warneford
The slides accompanying my lecture on environmental storytelling and player navigation.
Experiencing Environments
Experiencing Environments
Martin Nerurkar
Originally presented at the Institute for Ethics & Emerging Technologies' "Biopolitics of Popular Culture" seminar (December 2009)
LIFE: The Game
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Real World Gaming / Capture the Flag
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Rowan Wernham
Originally presented at the ANIMIAMI festival & conference (October 2010)
Adventures in Game Animation
Adventures in Game Animation
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This presentation looks at why transmedia storytelling is important for audience engagement and how transmedia storytellers can design for engagement by understanding human needs and intrinsic motivations
Audience Engagement: Designing for Intrinsic Motivations
Audience Engagement: Designing for Intrinsic Motivations
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“Super better”, the words sound like the start to a newspeak dictionary entry from 1984. However, far from gaining a double plus good rating for conformity, it is actually an effort that dares to try and be different. Read more
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OGDC 2014_Sky Garden Mobile conceptualization: From PC to Mobile_Mr. Luc Hoan...
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Keynote presentation to the Transmedia Living Lab, Madrid sponsored by Telefonica. The presentation introduces a methodology for participatory storytelling and illustrates with examples from my work a
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by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
From gamification to game design
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Flux reading for the HKU game design courses. About pervasive games, giving a framework to look at and learn from them through their core design differences with video-games. (Note: Slideshare kills my font so text may be difficult to read in some slides.)
Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong
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My talk at the 2011 Digital Shoreditch Gamification Workshop, May 4, 2011, London, UK.
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The purpose of the book is to stimulate ideas and inspiration. It’s a small catalog of participatory transmedia storytelling experiences intended to remind, suggest, provoke and inspire creators.
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My presentation on Gaming Experiences at USID 2008, Bangalore conference. I spoke about inspirations that consumer and enterprise software User Experience designers can gain from Gaming Experiences and Game Design
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Contenu connexe
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Originally presented at the ANIMIAMI festival & conference (October 2010)
Adventures in Game Animation
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Jeannie Novak
This presentation looks at why transmedia storytelling is important for audience engagement and how transmedia storytellers can design for engagement by understanding human needs and intrinsic motivations
Audience Engagement: Designing for Intrinsic Motivations
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Robert Pratten
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©
High concept document
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angry1337calamari
Dudi Peles's talk on "Gamification and Usability" at UPA Israel's 2011 event
UPA Israel event 2011 – Dudi Peles
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Ohad Inbar
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GBL 2009 Outnumb3r3d Presentation
GBL 2009 Outnumb3r3d Presentation
Jake Habgood
OGDC 2014: Sky Garden Mobile conceptualization: From PC to Mobile
OGDC 2014: Sky Garden Mobile conceptualization: From PC to Mobile
GameLandVN
“Super better”, the words sound like the start to a newspeak dictionary entry from 1984. However, far from gaining a double plus good rating for conformity, it is actually an effort that dares to try and be different. Read more
What Nitro Thinks: Super better
What Nitro Thinks: Super better
Dan Winkler
Things UX Designers can learn from a Game Designers
Gamification and Usability
Gamification and Usability
Dudi Peles
OGDC 2014_Sky Garden Mobile conceptualization: From PC to Mobile_Mr. Luc Hoan...
OGDC 2014_Sky Garden Mobile conceptualization: From PC to Mobile_Mr. Luc Hoan...
ogdc
Keynote presentation to the Transmedia Living Lab, Madrid sponsored by Telefonica. The presentation introduces a methodology for participatory storytelling and illustrates with examples from my work a
Transmedia Living Lab, Madrid
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Robert Pratten
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
From gamification to game design
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Codemotion
Flux reading for the HKU game design courses. About pervasive games, giving a framework to look at and learn from them through their core design differences with video-games. (Note: Slideshare kills my font so text may be difficult to read in some slides.)
Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong
Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong
Arjen de Jong
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
Just add points? What UX can (and cannot) learn from games
Just add points? What UX can (and cannot) learn from games
Sebastian Deterding
Very early stages of a game in-progress.
Agrivilla
Agrivilla
dysonpoincare
My talk at the 2011 Digital Shoreditch Gamification Workshop, May 4, 2011, London, UK.
There Be Dragons: Ten Potential Pitfalls of Gamification
There Be Dragons: Ten Potential Pitfalls of Gamification
Sebastian Deterding
The purpose of the book is to stimulate ideas and inspiration. It’s a small catalog of participatory transmedia storytelling experiences intended to remind, suggest, provoke and inspire creators.
Transmedia Playbook
Transmedia Playbook
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My presentation on Gaming Experiences at USID 2008, Bangalore conference. I spoke about inspirations that consumer and enterprise software User Experience designers can gain from Gaming Experiences and Game Design
Crafting Interesting Worlds Inspirations from Gaming User Experiences
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Amit Pande
Instructions to create a game using GameMaker. Created by Crystalla Frorenzou for the ERASMUS+ project "IT or not IT"
Gamemaker
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Andromachi Pieridou
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Adventures in Game Animation
Adventures in Game Animation
Audience Engagement: Designing for Intrinsic Motivations
Audience Engagement: Designing for Intrinsic Motivations
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zGames
High concept document
High concept document
UPA Israel event 2011 – Dudi Peles
UPA Israel event 2011 – Dudi Peles
GBL 2009 Outnumb3r3d Presentation
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OGDC 2014: Sky Garden Mobile conceptualization: From PC to Mobile
OGDC 2014: Sky Garden Mobile conceptualization: From PC to Mobile
What Nitro Thinks: Super better
What Nitro Thinks: Super better
Gamification and Usability
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Transmedia Living Lab, Madrid
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From gamification to game design
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Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong
Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong
Just add points? What UX can (and cannot) learn from games
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Agrivilla
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There Be Dragons: Ten Potential Pitfalls of Gamification
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Stewart Gleadow of Thoughtworks presents Frank at the February Melbourne Cocoaheads meetup. Frank is an automated iOS User Interface Testing tool. http://www.melbournecocoaheads.com/
iOS Testing with Frank
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Sean Woodhouse
Video and slides synchronized, mp3 and slide download available at http://bit.ly/YUUZug. Graham Lee discusses strategies and tools for testing iOS apps with a view to uncovering hidden security and usability issues. Filmed at qconlondon.com. Graham Lee is a security consultant and contract developer, specializing in iOS and Mac OS X application development. He is the author of "Professional Cocoa Application Security", published by Wiley in 2010 and described as a "must read" by someone who isn't even related to him. Graham lives and works in Oxford, UK. Twitter: @iamleeg
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Machine Learning platforms (like IBM's Watson or Google's initiatives) are just now starting to make their way into games, whether adding conversational interfaces, providing better player behavior modeling, or improving game design, ML platforms are going to make games more fun, engaging and natural to play. This talk with go through 2 different case studies - Plight of the Zombie (SparkPlug) and The Suspect - to show how ML platforms have been used in games, and the challenges of interfacing with an ML platform from a game engine.
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Puzzle game development is the process of designing and creating puzzle games. Puzzle games are a type of video game that typically involve solving puzzles to progress. They can be adapted from other sources, such as board games, card games, and real-world puzzles. Puzzle game development usually begins with coming up with a concept for the game. Once the concept is finalized, the team works on designing the game mechanics and level design. The game is then created using game engines such as Unity or Unreal Engine.
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Survival game development is the process of developing a video game in which the player must survive for as long as possible. This can be done by avoiding enemies, gathering resources, and building shelter. The goal is to keep the player alive for as long as possible. There are many different ways to go about developing a survival game. The most important thing is to make sure the player has enough to do in order to stay alive. This can include gathering resources, building shelter, and avoiding enemies. The goal is to keep the player busy so they don't get bored and die.
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TEAM PLAY
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INTERACTION
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DECISION MAKING
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EXPERIENCE
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SHORT TERM GOAL
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LONG TERM GOALS
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ESTIMATED COSTS
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MARKETING
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