The Future of Game-Based Learning Is Right on Our Doorstep and If You’Re Wondering How You’Re Going to Stay on the Cutting Edge, Preparation Is Half the Battle
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New Free Online Time Management Games
1 / 5 New Free Online Time Management Games Burger Restaurant 3 · Fabulous: Angela's Fashion Fever · Heart's Medicine: Time to Heal · Delicious: Emily's Hopes and Fears · Delicious: Emily's New Beginning .... Download Free Games > Time Management.. Play the best free Time Management and Tycoon games online with Cooking Games, Farm Games, Airport Management Games, Simulation .... insaneheadspace: Time Management Games: Delicious 10 - Emily's New ... Play & learn how to make money % - Play Free Online Games and learn how .... In the Time Management Games category you will find games in which you run a business like a hotel, restaurant, pizza parlor, baby sit, work at a gas station, sell .... dungeon rpg games unblocked, Neverwinter is a free-to-play online action and ... puzzle games, match-3 games, time management games and card games. ... and destruction games where you have to gather ressources to create new things.. Free online Time Management games featuring cooking, parties and fashionistas. ... If you're new to this sort of thing then we've got a guide to some of the best .... Play Time Management Games & New Diary Cooking Games 2020. Free. Of course, the restaurant manager can penalize for that, but after all, it's ... 5 Time Management Tips to Calm College Student Stress. Time Management games: Games-Free-Online.net · Candystand.com · Shockwave.com.. That's why we here at Silvergames.com found the most exciting and challenging Time Management Games for you to play for free, in hopes that you will learn to .... Play online Time Management games from Big Fish on your PC or Mac. -
The Effects of Background Music on Video Game Play Performance, Behavior and Experience in Extraverts and Introverts
THE EFFECTS OF BACKGROUND MUSIC ON VIDEO GAME PLAY PERFORMANCE, BEHAVIOR AND EXPERIENCE IN EXTRAVERTS AND INTROVERTS A Thesis Presented to The Academic Faculty By Laura Levy In Partial Fulfillment Of the Requirements for the Degree Master of Science in Psychology in the School of Psychology Georgia Institute of Technology December 2015 Copyright © Laura Levy 2015 THE EFFECTS OF BACKGROUND MUSIC ON VIDEO GAME PLAY PERFORMANCE, BEHAVIOR, AND EXPERIENCE IN EXTRAVERTS AND INTROVERTS Approved by: Dr. Richard Catrambone Advisor School of Psychology Georgia Institute of Technology Dr. Bruce Walker School of Psychology Georgia Institute of Technology Dr. Maribeth Coleman Institute for People and Technology Georgia Institute of Technology Date Approved: 17 July 2015 ACKNOWLEDGEMENTS I wish to thank the researchers and students that made Food for Thought possible as the wonderful research tool it is today. Special thanks to Rob Solomon, whose efforts to make the game function specifically for this project made it a success. Additionally, many thanks to Rob Skipworth, whose audio engineering expertise made the soundtrack of this study sound beautifully. I express appreciation to the Interactive Media Technology Center (IMTC) for the support of this research, and to my committee for their guidance in making it possible. Finally, I wish to express gratitude to my family for their constant support and quiet bemusement for my seemingly never-ending tenure in graduate school. iii TABLE OF CONTENTS Page ACKNOWLEDGEMENTS iii LIST OF TABLES vii LIST OF -
Project Horseshoe 2010 Report Section 3
Participants: A.K.A. "Spinfluence - How to Make Games and Influence People " Bryan Cash, Schell Games Kenny Shea Dinkin, PlayFirst (Former) Bernd Kreimeier, Independent Steve Meretzky, Playdom David Warhol, Realtime Associates, Inc. Facilitator: Michael Steele, Electron Wave Movies and TV have, for a long time and consciously, embedded cultural and political messages in their products. Games have rarely done so, except for some heavy-handed and ineffective examples, or in some cases unintentionally delivering messages such as the infallibility of the military. However, games are poised to deliver messages as well as – perhaps more effectively than – these older media. We brainstormed a set of guiding principles and a set of tools/techniques for successfully delivering political and cultural messages in games. We also identified several game ideas, and fleshed out the details of one of those designs, a Facebook-based game called “Bedford Falls”. We have just been through a disastrous election – regardless of any particular political ideology – because (again) so many of the voters who voted against candidates did so while ignorant of facts, and due to this lack of information (and in many cases misinformation), often voted against their own interests. The members of this workgroup hope to use games to open people’s mind to broader cultural perspectives, and also to simply create a more informed electorate. There have been many games made with this goal, but generally with the message very overt and heavy- handed. The games presumably make the game creators and the players feel good about having done something helpful, but are generally played too briefly and/or by too few people to have much of an impact. -
Winter 2009 Casual Connect Winter 2009 Contents
Winter 2009 2 Casual Connect Winter 2009 Contents Marketing & Research Industry Marc van der Chijs | Four Keys to Unlocking China 6 36 Creating Games to Prompt Advice for Companies Looking to Enter the Social Change | Michael Sorrenti Chinese Casual Games Market Embracing the Greater Good Allison Luong | Slowing But Still Growing 8 39 Reflecting on My First Casual Experience | Aaron Walz Games Market in China From Stable Career to Entrepreneur Mariana Cardoso | Building a Casual Games Company 11 41 Breaking Into Casual Games | Andres Martinez from the Ground Up My Path to Independence Lessons Learned in Portugal Konstantin Nikulin | Turning on the GAS 13 A Profile of Casual Gamers in Germany, Austria, and Switzerland Design & Production 44 Paul Hyman | Repeat Business: It’s The Name 15 Seeking and Finding a Quirky, of the Game Fun Game | Mike Wabschall Growing Passionate Communities Through e-Newsletters Discoveries Along the Way to Making Pictureka! Museum Mayhem 19 J. Alison Bryant and Jordana Drell | Little Hands, 47 Casual Games Postmortems | CGA Big Needs! Looking Back at Lessons Learned The Golden Rules of Creating Games for Preschoolers 53 (Thermo)Dynamic Games | Jeremy Mayes Game Design and the Second Law of Thermodynamics 55 Good, Better, Best Practices | Philipp Kemper Platforms: Mobile How to Stay Productive in Times of Change Stuart Dredge | iPhone: The Next Big 22 57 From Web-based Games to the Casual Gaming Platform Nintendo DS | Ann Gauthier Mulling Over the Gaming Prospects of Apple’s Handset A Production Team’s Transitional Journey 59 Rob Hearn | Top 10 Mobile Games of 2008 25 From Theory to Practice | Aaron Norstad Pocket Gamer Picks the Most Innovative and A Phased Approach to User Testing Engaging Mobile Games of the Year On the Cover: Business Models The cover for this issue of Casual Connect was created by the art team at DRAGON ALTAR GAMES, with the concept by Artyom Andreas Lober | Making Money with “Virtual Money” 27 Fedorischev, the art director of the company. -
Format Guide for AIRCC
Journal of Animation and Games Studies, Vol. 1 No. 2 – Oktober 2015 ISSN 2460-5662 Kajian Pustaka Perkembangan Genre Games Dari Masa Ke Masa Rio Caesar Magister Teknik Informatika Fakultas Teknik Universitas Atma Jaya Yogyakarta e-mail: [email protected] Abstrak Dalam perkembangan dunia game selama 30 tahun belakangan ini video game sudah menjadi bagian yang tidak terpisahkan dari kebudayaan kita dan bahkan melahirkan industri yang bernilai jutaan dollar. Berbagai jenis perangkat diciptakan seiring dengan perkembangan tersebut. Genre (kategori) dalam video game juga mengalami perkembangan yang pesat bersamaan dengan berkembanganya video game itu sendiri, selain itu perkembangan genre game juga dipengaruhi oleh perkembangan pesat dari teknologi perangkat yang diciptakan. Sebuah game tidak hanya termasuk ke dalam sebuah genre saja, bisa saja sebuah game termasuk dalam beberapa genre sekaligus. Pada paper ini akan dibahas mengenai perkembangan genre game berdasarkan dari perangkat yang yang tercipta dalam sejarah perkembangan game dari masa ke masa. Kata kunci: genre, video game, sejarah, perangkat game. Abstract In the development of the game world for the past 30 years video games have become an integral part of our culture and even spawned a multimillion dollar industry. Various types of devices are created in line with these developments. Genre (category) in video games are also experiencing rapid development in conjunction with berkembanganya video game itself, in addition to the development of the game genres are also influenced by the rapid development of technology device created. A game does not just fall into a genre, it could be a game included in several genres at once. This paper will discuss the development of the genre of games based on the device that is created in the history of the game from time to time. -
Ave Randviir-Vellamo VIDEO GAMES AS NEW TOOLS for POLITICAL PERSUASION
Ave Randviir-Vellamo VIDEO GAMES AS NEW TOOLS FOR POLITICAL PERSUASION: WEB GAMES OF THE ESTONIAN CENTRE PARTY Master's thesis Digital Culture University of Jyväskylä Department of Art and Culture Studies Jyväskylä 2012 UNIVERSITY OF JYVÄSKYLÄ Faculty Department Faculty of Humanities Department of Art and Culture Studies Author Ave Randviir-Vellamo Title Video Games as New Tools for Political Persuasion: Web Games of the Estonian Centre Party Subject Level Digital Culture Master's thesis Month and year Number of pages May 2012 124 (+ 12 p. appendices) Abstract This thesis studies four web games that have been released in Estonia in 2004-2011 and have been sponsored by the Estonian Centre Party. Using video games in political campaigning is a recent and not very widely spread trend. Therefore, these web games provided an opportunity to examine the ways how political messages can be inserted into video games and how the qualities that are unique to video games can form political arguments and persuade the players. The main objective of this thesis was to identify the persuasive components of Centre Party's web games and to compare the persuasive arguments that were found from the games' representative layer to those that were formed on the games' procedural layer. In order to do that, the Centre Party's web games were placed in the wider context of political videogames and analyzed with semiotics, gameplay rhetoric and procedural rhetoric. Ultimately, the goal of the thesis is to emphasize the uniqueness of video game representative qualities which seem to be superseded by the studies of rhetorical potential of game rules and provide means for "reading" and understanding ideological content in video games. -
View / Open Ada02-Casua-Ana-2013
2/18/2021 Casual Games, Time Management, and the Work of Affect - Ada New Media ISSUE NO. 2 Casual Games, Time Management, and the Work of Affect Aubrey Anable Casual games are stupid and they are taking over our lives. This is what a recent New York Times Magazine article concluded. Sam Anderson, the article’s author, writes, “Tetris and its offspring (Angry Birds, Bejeweled, Fruit Ninja, etc.) have colonized our pockets and our brains and shifted the entire economic model of the video-game industry. Today we are living, for better and worse, in a world of stupid games.” [1] The industry classification of “casual games” encompasses several genres—digital puzzle, word, and card games such as Candy Crush Saga, Words with Friends, or Solitaire, and also time management and social games such as Diner Dash and Farmville. These very different games share some basic similarities: they have simple graphics and mechanics, they are usually browser or app-based, and they are free or cost very little to play. Most importantly though, casual games are designed to be played in short bursts of five to ten minutes and then set aside. As such, what makes a game “casual” is that it functions in the ambiguous time and space between the myriad tasks we do on digital devices; between work and domestic obligations; between solitary play and social gaming; and between attention and distraction. Anderson continues, Stupid games…are rarely occasions in themselves. They are designed to push their way through the cracks of other occasions. We play them incidentally, ambivalently, compulsively, almost accidentally. -
Game on Nrw! 3
GAME ON NRW! 3 North Rhine-Westphalia is Germany‘s No. 1 games hub. No other federal state unites more WEL media companies with more employees. The local conditions in the „Digital Media Region NRW“ are first-class. > The State Government provides the Film- und Medienstiftung NRW with 3 million Euros funding for the games industry. As a co-initiator, COME the federal state of NRW supported the setting up of the esports player foundation. Prime-Minister Armin Laschet established a successful dialogue event with the creation of the „Games Summit“. > The international computer and games industry comes together TO each year at the gamescom. Whether virtual or physical present in Cologne – it is the world‘s largest trade fair for digital games. The presentation of the German Developers Award is also a top industry #connect event in North Rhine-Westphalia. > The Mediennetzwerk.NRW provides visibility to the media hub NRW! and its games companies and supports with networking and internationalisation. Cross-sectoral meetups and global networking at trade fairs and conferences are bolstering the sector. We are presenting a selection of the players in the NRW games industry in this brochure. We are successful together with such industry players as publishers, developers, creatives and experts – including from the research and academic communities: the next level for North Rhine-Westphalia‘s games hub. The high score is our goal. #gameonrw Nathanael Liminski Petra Müller Sandra Winterberg Head of the State Chancellery CEO CEO of the Federal State of Film- und Medienstiftung NRW Mediennetzwerk.NRW North Rhine-Westphalia c/o Mediencluster NRW FACTS & FIGURES 5 Games industry 3 Mio. -
Exploring the Language and Grammar of Video Games
Authored Agency: Exploring the Language and Grammar of Video Games by Allen Kwan A Thesis presented to The University of Guelph In partial fulfilment of requirements for the degree of Doctor of Philosophy in School of English and Theatre Studies Guelph, Ontario, Canada © Allen Kwan, January, 2016 ABSTRACT AUTHORED AGENCY: EXPLORING THE LANGUAGE AND GRAMMAR OF VIDEO GAMES Allen Kwan Advisor: University of Guelph, 2016 Professor Alan Filewod This thesis is an examination of narrative structure of single-player story-driven video games, shifting the focus toward the exploration of their design and methods by which game designers and authors are able to use the language of interactivity in order to convey meaning to a video game player. Although the role of the player is important in examining video game narratives, it is only recently that scholars and critics have begun to examine the role that the game designer has in creating the conditions that allow for meaning to be created in the first place. This thesis examines the narrative structure of video games by exploring the major attempts to define a language of video games and using this criticism to suggest a greater shift toward considering how many moments of interactivity are purposefully designed in order to encourage a specific interpretation of the game’s narrative. The thesis surveys a significant number of video games to help illustrate how player interactivity is specifically authored and uses this survey to provide context for a more in depth discussion of major single-player story-driven video games released in the last few years. -
2008‐2009 Casual Games White Paper
2008‐2009 Casual Games White Paper A Project of the Casual Games SIG of the IGDA Find out more at www.igda.org/casual Contents Contents .......................................................................................................................................... 2 Introduction ..................................................................................................................................... 6 Understanding Casual Games ......................................................................................................... 8 The Market for Casual Games ..................................................................................................... 8 Overview of Casual Game Business Models .............................................................................. 10 The Casual Game Audience ....................................................................................................... 14 Global Design Principles ............................................................................................................ 16 Art Style ..................................................................................................................................... 26 Audio in Casual Games .............................................................................................................. 32 Are Writers Needed For Casual Games? ................................................................................... 39 Characters and Narrative ......................................................................................................... -
Interpreting Video Games Through the Lens of Modernity by A. Braxton
Interpreting Video Games through the Lens of Modernity By A. Braxton Soderman B.A., Vassar College, 1999 M.F.A., California Institute of the Arts, 2002 M.A., Brown University, 2007 A Dissertation Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in the Department of Modern Culture and Media at Brown University Providence, Rhode Island May 2011 © Copyright 2011 by A. Braxton Soderman This dissertation by A. Braxton Soderman is accepted in its present form by the Department of Modern Culture and Media as satisfying the dissertation requirement for the degree of Doctor of Philosophy. Date_____________ _________________________________ Wendy Hui Kyong Chun, Advisor Recommended to the Graduate Council Date____________ _________________________________ Mary Ann Doane, Reader Date_____________ _________________________________ Philip Rosen, Reader Approved by the Graduate Council Date_____________ _________________________________ Peter M. Weber, Dean of the Graduate School iii CURICULUM VITAE A. Braxton Soderman was born in Minneapolis, MN in 1977. He graduated from Vassar with a B.A. in Philosophy in 1999, received an M.F.A. in Critical Writing from California Institute of the Arts in 2003, and an M.A. in Modern Culture and Media from Brown University in 2007. In the Spring of 2008 he taught the course ―Code, Software, and Serious Games‖ in the Modern Culture and Media Department at Brown University. In 2009 he was awarded an Andrew W. Mellon/ACLS Dissertation Completion Fellowship, and in 2010, an Andrew W. Mellon/ACLS Recent Doctoral Recipient Fellowship. iv ACKNOWLEDGMENTS I owe my deepest gratitude to my advisor and mentor Wendy Chun. Her confidence in my project, her continuous support, and her generous ideas and sharp suggestions have motivated all the pages that follow. -
June/July 2011 ® ® ®
THE LEADING GAME INDUSTRY MAGAZINE vo L 1 8 N o 6 j une / j uly 2011 INSIDE: k ill all j aggies ! INSIDE: TOP 30 DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS DEVELOPERS 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP TOP INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: INSIDE: TFIR TFIR TFIR TFIR TFIR TFIR TFIR TFIR TFIR TFIR DEVELOPERS 30 METROMTSOP METROMTSOP METROMTSOP METROMTSOP METROMTSOP METROMTSOP METROMTSOP METROMTSOP METROMTSOP METROMTSOP METROMTSOP METROMTSOP METROMTSOP METROMTSOP METROMTSOP METROMTSOP METROMTSOP METROMTSOP METROMTSOP TOP INSIDE: POSTMORTEM THE LEADING GAME INDUSTRY MAGAZINE VOL18 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 NO5 VOL18 VOL18 VOL18 VOL18 VOL18 VOL18 VOL18 VOL18 VOL18 VOL18 VOL18 VOL18 VOL18 VOL18 VOL18 VOL18 VOL18