Сonference Program "SQA Days - 25"

Total Page:16

File Type:pdf, Size:1020Kb

Сonference Program Сonference program "SQA Days - 25" Legend Test management Automaon tesng Mobile tesng Performance/Security tesng Test design and so on Psychology, learning Funconal tesng New technologies tesng (AI, blockchains, IoT, etc.) Other 31.05.2019 – First Day Secon A (330 people) Secon B (300 people) Secon C (250 people) 08:30 Registraon, morning tea/coffee 09:30 Opening ceremony 10:00 10:40 Andrey Ladutko Nikita Belkovskiy Yana Korsunskaya PandaDoc АО "Аркадия" BPMobile Minsk, Belarus Taganrog, Russia Minsk, Belarus OKR and QA - praccal advices Tesng SQL Server code with Features of subscripons tesng Regular Talk (1 h 30 min) tSQLt in iOS Regular Talk (40 min) Regular Talk (40 min) 10:55 11:35 Vitaliy Roschupkin Vitaliy Pedash ЗАО "ПФ "СКБ Контур" TDNA Ekaterinburg, Russia Zaporozhe, Ukraine Lead developers taught me how Perfomance tesng of iOS app to write automated tests via Xcode Regular Talk (40 min) Regular Talk (40 min) 11:50 12:30 Sergey Atroschenkov Igor Ershov Lunch. 1st shi EPAM, Radio-QA АО "Калуга Астрал" Kaluga, Russia Buzzword Driven Management Regular Talk (40 min) From Page Object to MVC using .NET Regular Talk (40 min) 12:45 13:25 Kateryna Chernikova Liliya Sapurina Krisna Stolyarenko Wix Deutsche Bank ООО "Клин.ру" Dnepropetrovsk, Ukraine Saint Petersburg, Russia Moscow, Russia Lean QA - A/B tesng, Tips and tricks: test syntax Money as a metric to bugs monitoring, automaon simplifying and mul- priorisaon Regular Talk (40 min) environment tesng Regular Talk (40 min) Regular Talk (40 min) 13:40 14:20 Nataliya Borisova Sergey Khrenov Lunch. 2nd shi Онлайн кинотеатр Okko PVS-Studio Saint Petersburg, Russia Tula, Russia How to tame your SmartTV zoo The specifics of the development Regular Talk (40 min) and tesng of stac analyser Regular Talk (40 min) 14:35 15:15 Filipp Terekhov Vitaliy Krasnov Vladimir Mordovin SkuVault Синарра Системс Wargaming | Lesta Co Ltd Ufa, Russia Kazan, Russia Saint Petersburg, Russia Tester surviving in Agile world How we solved the problem of QA Team: Lawyer or judge? Regular Talk (40 min) documenng and running tests Regular Talk (40 min) Lightning Talk (20 min) Natalia Savasuk BPMobile Minsk, Belarus On the way to manage your me Lightning Talk (20 min) 15:15 Coffee break 15:45 16:25 Petra Bouskova Sergey Makhetov Yuliya Nosakova tesena s.r.o. СКБ Контур KODE Ekaterinburg, Russia Kaliningrad, Russia Easy Guideline for the four colours of every team! Tester's swiss knife or Jmeter not Fields of responsibility for QA Regular Talk (40 min) for the load only Engineer Regular Talk (40 min) Regular Talk (40 min) 16:40 17:20 Anastasiya Zarechneva Lyudmila Mikheytseva Anton Semenchenko ВКонтакте OOO "БСЦ Мск" COMAQA, CoreHard, DPI, EPAM Saint Petersburg, Russia Nizhnii Novgorod, Russia Minsk, Belarus Typical mistakes of test Autotest backend now? Ask me QA Manager shortlist automaon praccing how! Workshop (40 min) Regular Talk (40 min) Regular Talk (40 min) 17:35 18:15 Roman Budanov Maksim Stefanov Andrey Belskikh ООО "Лаборатория качества" PVS-Studio Playkey Budennovsk, Russia Tula, Russia Perm, Russia A junior's chiromancy or a Expanding the idea of stac Competency Map newbie's diving into a project analysis from code checking to Lightning Talk (20 min) team other development processes Regular Talk (40 min) Regular Talk (40 min) Evgeniy Klimenko TDNA Zaporozhe, Ukraine The tune of API tesng Lightning Talk (20 min) 18:30 SQA Days Party 01.06.2019 – Second Day Secon A (330 people) Secon B (300 people) Secon C (250 people) 10:00 Morning tea/coffee 10:30 11:10 Paul Gerrard Gerrard Consulng Maidenhead, United Kingdom Building a Soware Community- Driven Tester Skills Programme Regular Talk (40 min) 11:25 12:05 Johan Steyn Radek Lawgmin Natalya Pletneva IQbusiness South Africa Cognifide Okko Johannesburg, South Africa Poznan, Poland Saint Petersburg, Russia Essenal Business Skills for Automated Regression Tesng Transion from a monolith Soware Testers with AET in connuous delivery to microservices: a dream or Regular Talk (1 h 30 min) Regular Talk (40 min) tester’s nightmare? Lightning Talk (20 min) Alina Skilsara TDNA Zaporozhe, Ukraine BDSM approach. Do you really understand your project? Lightning Talk (20 min) 12:20 13:00 Lunch. 1st shi Lucjan Stapp Stowarzyszenie Jakości Systemów Informatycznych Tesng Tools for Blockchains Lightning Talk (20 min) Jaroslaw Hryszko SJSI - Polish Tesng Board Wroclaw, Poland When science ficon becomes the tester's reality: deep learning and IoT tesng Lightning Talk (20 min) 13:15 13:55 Aleksey Verzhinskiy-Ryng Sargis Sargsyan Kseniya Chistova Унитарное предприятие "Велком" PicsArt Exness Minsk, Belarus Yerevan, Armenia Infrastructure tesng in AWS Test Case Management tool Appium Dockerizaon: Lightning Talk (20 min) selecon in JIRA from scratch to advanced Regular Talk (40 min) implementaon Dmitriy Evstafev Regular Talk (40 min) ООО "АСКОН-Девелопмент" Ryazan, Russia Evaluaon of autotests coverage of the product funconality with the cricalness indicator Lightning Talk (20 min) 14:10 14:50 Alisa Boyko Lunch. 2nd shi Galina Vostrikova Shate-M Plus CorePartners Minsk, Belarus Voronezh, Russia Integraon into company Tesng in the life of the project: communicaon network the irrevocable benefits of early Regular Talk (40 min) involment of testers Lightning Talk (20 min) Arnika Hryszko Polish Tesng Board Wroclaw, Poland Tests wrien by themselves (almost) Lightning Talk (20 min) 15:05 15:45 Ruslan Ostropolskiy Ekaterina Bateeva Aleksey Fedorov SberHealth Тинькофф ЮMoney Moscow, Russia Moscow, Russia Saint Petersburg, Russia Andrey Pavlov Transformaon of the hiring Make iOS autotests faster EPAM process at the stage of high- Regular Talk (40 min) Saint Petersburg, Russia speed growth of the team from Andrey Ladutko PandaDoc 3 to 25 people per year Minsk, Belarus Regular Talk (40 min) Aleksandr Aleksandrov Luxo Moscow, Russia Aleksandr Kutsan PSBank Moscow, Russia Aleksandr Lukashev ООО «Т-Системс РУС» Saint Petersburg, Russia Economics of soware tesng, v.2.0 Round Table 15:45 Coffee break 16:15 16:55 Aleksey Petrov Olga Izyureva Economics of soware tesng, Сбермаркет АО "ПФ "СКБ Контур" v.2.0 Moscow, Russia Ekaterinburg, Russia (connue) Mexican passions about middle- Outward glance at the tesng specialists course or how to create this car Regular Talk (40 min) yourself Regular Talk (40 min) 17:10 17:50 Andrey Gitelson Natalya Rusak Anton Necheukhin Grid Dynamics ООО "Мелсофт" Miro (formerly Realmeboard) Saint Petersburg, Russia Minsk, Belarus Perm, Russia Big Data Tesng Use cases for efficient game Infrastructure for a large load Regular Talk (40 min) tesng test Regular Talk (40 min) Regular Talk (40 min) 18:00 Closing ceremony, award speakers, raffle prizes.
Recommended publications
  • How World of Warships Doubled Referrals with Amazon Moments
    How World of Warships doubled referrals with Amazon Moments 100% 38% 20% 42% increase in increase in average increase in conversions decrease in cost referrals revenue per user to payers per action CHALLENGES World of Warships is a free-to-play naval warfare-themed multiplayer online game produced and published by Wargaming. World of Warships had an existing referral program targeted at both acquiring new players and winning back lapsed players (over 90 days inactive) but wanted to improve the participation numbers and make it more valuable for players to refer their friends. In addition, they were looking to explore the potential of a rewards powered referral program as a more cost effective user acquisition channel. World of Warships had previously tested a small pilot campaign to enable rewards for referrals but needed a more streamlined solution for providing rewards across multiple countries. Amazon Moments allowed World of Warships to easily deliver valuable, real-world rewards to players to drive acquisition and winback and lower acquisition costs. SOLUTION To increase player referrals and drive stickiness for new and returning users, World of Warships launched a Moments-powered campaign that provided Amazon credits to players who referred a friend (a recruit). Recruits were invited to join or return to the game via personal referral links sent by World of Warships players. To qualify for the referral reward, new recruits needed to play a battle on a non-premium tier 6 ship, and returned players needed to win 25 battles. To participate in the referral program, players needed to have at least 15 battles played on their account.
    [Show full text]
  • 4. Wargaming the Middle East: the Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities
    4. Wargaming the Middle East: The Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities Janina Schupp Abstract Shortly after the end of a tank combat during the Gulf War, a team of US Army historians, scientists, and engineers flew to Iraq to gather detailed data of the battle. The collected information was used to create an exact virtual simulation of the combat for training. The mapping capability – offered by the resulting simulation game 73 Easting – to visualize the battlefield from any position and point in time revolutionized military exercises. With ongoing conflicts in the Middle East, these digital training cartographies are now linked to real bodies and vehicles through digital and mobile technologies during live training in artificially constructed villages. This chapter analyses this evolution and critically investigates the growing ‘gamification’ ensuing in these representations of Middle Eastern battlefields. Keywords: Wargames, Middle East, interactive battlespace, live simulations In war the experienced soldier reacts in the same way as the human eye does in the dark: the pupil expands to admit what little light there is, discerning objects by degrees, and finally seeing them indistinctly. By contrast, the novice is plunged into the deepest night. […] It is immensely important that no soldier, whatever his rank, should wait for war to expose him to those aspects of active service that amaze and confuse him when he first comes across them. (Clausewitz 1989, p. 122) Strohmaier, A. and A. Krewani (eds.), Media and Mapping Practices in the Middle East and North Africa: Producing Space. Amsterdam: Amsterdam University Press, 2021 doi 10.5117/9789462989092_ch04 96 JANINA SCHUPP The act of playing at war is deeply engrained in human history and has per- sisted to the present day in both professional and hobby culture.
    [Show full text]
  • Partnership Between Wargaming and Flexion Mobile Brings World of Tanks Blitz to Huawei
    Partnership between Wargaming and Flexion Mobile brings World of Tanks Blitz to Huawei LONDON, 30th of March, 2020 – Flexion Mobile Plc (Nasdaq: FLEXM), the Android games distribution company today announced that it has been working with Wargaming to support Huawei's new flagship device Huawei P40 that launched last week in Paris. Wargaming is an award-winning online game developer and publisher, one of the leaders in the free-to-play massively multiplayer online game (MMO) market. As a result of the work, their top grossing game World of Tanks Blitz will be available in Huawei App Gallery from official launch. World of Tanks Blitz offers 7 vs 7 dynamic tank combat on mobile. The game is free to download and play, and has over 120 million installs worldwide. The new Huawei device will not come pre-installed with Google Play or any other Google services. The only preloaded app store on P40 devices is Huawei's AppGallery. Flexion has previously announced that it is supporting game developers by making their games compatible with the new Huawei devices. Flexion and Wargaming have been working together since 2016 and have together launched World of Tanks Blitz in most alternative distribution channels. World of Tanks Blitz is a top performing title in most stores where it is distributed. "Our partnership with Wargaming has grown over the years and World of Tanks Blitz is the perfect showcase for alternative distribution. It is a great partnership and we are looking forward to growing the partnership further, says Jens Lauritzson, CEO of Flexion Mobile PLC.
    [Show full text]
  • From Wargaming to Peacegaming: Digital Simulations with Peacekeeper Roles Needed A
    INTERNATIONAL PEACEKEEPING 2020, VOL. 27, NO. 2, 289–310 https://doi.org/10.1080/13533312.2020.1721287 From Wargaming to Peacegaming: Digital Simulations with Peacekeeper Roles Needed A. Walter Dorna, Stewart Webbb and Sylvain Pâquetc aRoyal Military College and the Canadian Forces College, Toronto, Canada; bDefence Report, Salt Spring Island, Canada; cCanada Border Services Agency, Ottawa, Canada ABSTRACT Militaries around the world have benefited from computerized games. Many recruits have been attracted to the military through military-style video games. After recruitment, games and simulations provide an important means of soldier training, including before actual deployments. However, electronic games are lacking for UN peace operations. The multidimensionality of peacekeeping has yet to be simulated in serious games to complement the many games that too often depict a binary battlefield of blue-team versus red-team (or, often in public games, good versus evil). Not only could soldiers benefit from nuanced and ambitious peace-related games, so too could civilian peacekeepers, and the public at large. Peacekeeping gaming should not be merely at the tactical level; the operational and strategic levels can be gamed as well. The decision-making in future peacekeeping simulations could help instruct conflict-resolution and critical thinking skills. The paper posits that such digital games could be an important tool for current and future peacekeepers, both military and civilian. Commercial games could also help educate the public on UN peacekeeping. The paper suggests that the United Nations partner with some member states and perhaps the video game industry to provide in-depth training simulations that mirror the challenges and complexities of modern peace operations.
    [Show full text]
  • FGIR-2018-Report.Pdf
    FRONT COVER Fingersoft • Hill Climb Racing 2 Futureplay • Battlelands Royale Next Games • The Walking Dead: Our World Rovio Entertainment • Angry Birds 2 Small Giant Games • Empires & Puzzles Supercell • Brawl Stars, Clash Royale, Clash of Clans and Hay Day BACK COVER Remedy Entertainment • Control Housemarque • Stormdivers SecretExit • Zen Bound 2 Rival Games • Thief of Thieves: Season One Superplus Games • Hills of Steel Critical Force • Critical Ops Frogmind • Badland Brawl Nitro Games • Heroes of Warland Kukouri Mobile Entertainment • Pixel Worlds Tree Men Games • PAKO Forever Publisher Neogames Finland ry (2019) Index 1. Introduction 2. The History of the Finnish Game Industry - From Telmac to Apple 3. The State of the Finnish Game Industry 4. Studios 5. Location of Companies and Clusters 6. Platforms 7. Developers & Diversity 8. Financial Outlook 9. Challenges and Strengths of the Finnish Game Industry 10. Trends and the Future 11. The Industry Support and Networks 12. Education 13. Regional Support 14. Studio Profiles Picture: Seriously | Best Fiends 3 ABOUT THIS REPORT Neogames Finland has been augmented by data from other sources. monitoring the progress of the Finnish This study is a continuation of similar Game Industry since 2003. During these studies conducted in 2004, 2008, 2010, fifteen years almost everything in the 2014 and 2016. industry has changed; platforms, Over 70 Game companies, members technologies, the business environment of Suomen Pelinkehittäjät ry (Finnish and games themselves. However, the Game Developers Association) are biggest change has taken place in the introduced on the company profile industry’s level of professionalism. pages as well as Business Finland and These days the level of professionalism the most relevant game industry in even a small start-up is on a level organizations and regional clusters.
    [Show full text]
  • The Business of Video Games Report
    The Business of Video Games Report About DFC Intelligence’s The Business of Video Games Report The Business of Video Games report consists of two pdf documents 1) a 140-slide presentation created in Microsoft PowerPoint and 2) a 180-page report created in Microsoft Word. These documents each contain very different looks at the game industry but use the same set of underlying data and key assumptions. As a business overview, this report does not focus heavily on raw numbers and data. Instead it is a more qualitative analysis of the game industry providing context around major historical and anticipated trends. DFC Intelligence provides plenty of industry data and detailed forecasts but it is important that those forecasts do not exist in a vacuum. The data only tells part of the story and this report looks to fill in the story behind the data. This report is a designed to provide a high-level overview of the general game industry size and how the game industry works across its entire value chain. There is a focus on the role of major industry players from hardware manufacturers to distributors and content developers. A great deal of the focus is on who makes the money when a consumer buys a video game. Published by DFC Intelligence www.dfcint.com 858.834.4340 1 ©2018 DFC Intelligence. The Business of Video Games Report The Business of Video Games PowerPoint Summary • PowerPoint Outline – Executive Summary (Slides 3-10): An overview of market size and general segmentation – Industry Value Chain (Slides 11-15): This is a high level introduction
    [Show full text]
  • Wargaming Privacy Policy
    WARGAMING PRIVACY POLICY Effective: 17 July 2020 Previous versions: before 12 November 2018, before 17 July 2020. We are committed to protecting and respecting your privacy. This Privacy Policy (“Policy”) describes how we collect, process, use and share your personal information when you download and play our games and use our websites, applications and other products. By “Personal Data”, we refer to data that relates to you as an identified or identifiable natural person. The term “Personal Data” may include, for example, your name, your postal address, your telephone number, your e-mail address, your age, your gender, and your game preferences. Anonymous or de- identified information, which we are not able to identify you, does not qualify as “Personal Data”. 1. CONTROLLER’S NAME AND CONTACT DETAILS The data controller in respect of our Products (as defined below) is: Wargaming Group Limited 105, Agion Omologiton Avenue Nicosia 1080 Cyprus Email: [email protected] In this Policy, “Wargaming”, “we”, “us” or “our” means Wargaming Group Limited and the term “Products” means: (i) our PC and mobile games that post a link to this Policy and are made available through the Sites, the Wargaming Game Center and game platforms such as iOS and Android (the “Games”). (ii) Our websites that post a link to this Policy, including those at: http://worldoftanks.eu http://worldofwarplanes.eu http://worldofwarships.eu https://wotblitz.com https://wowsblitz.com http://wargaming.net https://godsandglory.com https://playcaliber.eu (“Sites”). (iii) Our
    [Show full text]
  • 6 Years of Optimizing World of Tanks: Making the Game a Great
    6 Years of Optimizing World of Tanks: Making the Game a Great Experience on All Systems from Laptops to High-End PCs Denis Ishmukhametov, Wargaming Bronislav Sviglo, Wargaming Philipp Gerasimov, Intel 1 Legal Notices and Disclaimers No license (express or implied, by estoppel or otherwise) to any intellectual property rights is granted by this document. Intel disclaims all express and implied warranties, including without limitation, the implied warranties of merchantability, fitness for a particular purpose, and non-infringement, as well as any warranty arising from course of performance, course of dealing, or usage in trade. You may not use or facilitate the use of this document in connection with any infringement or other legal analysis concerning Intel products described herein. You agree to grant Intel a non-exclusive, royalty-free license to any patent claim thereafter drafted which includes subject matter disclosed herein. The products and services described may contain defects or errors known as errata which may cause deviations from published specifications. Current characterized errata are available on request. Intel technologies’ features and benefits depend on system configuration and may require enabled hardware, software or service activation. Performance varies depending on system configuration. No computer system can be absolutely secure. Check with your system manufacturer or retailer or learn more at [intel.com]. Software and workloads used in performance tests may have been optimized for performance only on Intel microprocessors. Performance tests, such as SYSmark and MobileMark, are measured using specific computer systems, components, software, operations and functions. Any change to any of those factors may cause the results to vary.
    [Show full text]
  • World of Warships: Legends Celebrates Anniversary with Major Update
    World of Warships: Legends Celebrates Anniversary With Major Update First Anniversary Events, French Destroyers in Early Access, German Battleship Campaign in the July Update AUSTIN, TX (July 27, 2020) - World of Warships: Legends gears up for its first anniversary with ​ a line of French Destroyers in early access, a new campaign to summon the Norse god Odin, and two seasons of ranked battles! This anniversary update also brings back items from past events the first year, including rare commanders. Whether they are starting in Legends for the first time, returning, or have sailed from the beginning, players are sure to find something to appreciate in this installment. Trailer can be seen here. ​ ​ Legends was fully released in August 2019, so this month's update will be full of First Anniversary events. Most notably, there's a new "Legendary Birthday" project in the Bureau. This relatively short project will take players through this past year's updates, including themed rewards for each one. In addition, each week of the update will have special missions and offers bringing back exclusive equipment and commanders from Legends' biggest updates. If players missed one of these events, they can catch up or collect some of these items during this update. The ever-growing ship roster is set to get a whole new ship branch! The French navy destroyers are making their speedy way into early access. These are some of the most fast-paced destroyers in the game–defined by their unique lack of Smoke Generator consumables. However, they make up for this in spades thanks to their cruiser-like firepower, blistering speed, and, at higher tiers, Main-Battery Reload Booster consumables.
    [Show full text]
  • Cyber Wargaming: Finding, Designing, and Playing Wargames for Cyber Security Education
    Cyber Wargaming: Finding, Designing, and Playing Wargames for Cyber Security Education Andreas Haggman Submitted to Royal Holloway, University of London for the award of Doctor of Philosophy in Information Security Supervised by Professor Keith Martin Professor Klaus Dodds February 2019 1 Declaration of authorship I, Andreas Haggman, hereby declare that this thesis and the work presented in it is entirely my own. Where I have consulted the work of others, this is always clearly stated. Signed: Date: 2 Abstract This thesis investigates, and contributes to, the use of wargaming in cyber security education. Wargaming has a rich history of pedagogic use, but little work exists that addresses the critically important subject of cyber security. Cyber security is a global problem that frequently makes news headlines, yet the field is dogged with a reputation as a domain only for technologists, when in fact cyber security requires a whole gamut of approaches to be properly understood. The thesis is broadly divided into three parts. The first part is a comprehensive literature review of wargaming scholarship, analysing the benefits and drawbacks of wargaming, and some of the justifications for why a tabletop boardgame may be more effective than a game enhanced by technology. Following on from this, the thesis provides an outline of current work in cyber wargaming by analysing existing games, evaluating their contributions as educational tools, and identifying successful game mechanics and components. The second part of the thesis outlines the design process of an original wargame created for cyber security education and awareness training. The analysis outlines what the game design intends to achieve in terms of pedagogical outcomes and how the design evolved through the development process.
    [Show full text]
  • Annual Report2011 Web (Pdf)
    ANNUAL REPORT 2 011 INTRODUCTION 3 CHAPTER 1 The PEGI system and how it functions 4 TWO LEVELS OF INFORMATION 5 GEOGRAPHY AND SCOPE 6 HOW A GAME GETS A RATINg 7 PEGI ONLINE 8 PEGI EXPRESS 9 PARENTAL CONTROL SYSTEMS 10 CHAPTER 2 Statistics 12 CHAPTER 3 The PEGI Organisation 18 THE PEGI STRUCTURE 19 PEGI s.a. 19 Boards and Committees 19 PEGI Council 20 PEGI Experts Group 21 THE FOUNDER: ISFE 22 THE PEGI ADMINISTRATORS 23 NICAM 23 VSC 23 PEGI CODERS 23 CHAPTER 4 PEGI communication tools and activities 25 INTRODUCTION 25 SOME EXAMPLES OF 2011 ACTIVITIES 25 PAN-EUROPEAN ACTIVITIES 33 PEGI iPhone/Android app 33 Website 33 ANNEXES 34 ANNEX 1 - PEGI CODE OF CONDUCT 35 ANNEX 2 - PEGI SIGNATORIES 45 ANNEX 3 - PEGI ASSESSMENT FORM 53 ANNEX 4 - PEGI COMPLAINTS 62 INTRODUCTION © Rayman Origins -Ubisoft 3 INTRODUCTION Dear reader, PEGI can look back on another successful year. The good vibes and learning points from the PEGI Congress in November 2010 were taken along into the new year and put to good use. PEGI is well established as the standard system for the “traditional” boxed game market as a trusted source of information for parents and other consumers. We have almost reached the point where PEGI is only unknown to parents if they deliberately choose to ignore video games entirely. A mistake, since practically every child or teenager in Europe enjoys video games. Promoting an active parental involvement in the gaming experiences of their children is a primary objective for PEGI, which situates itself at the heart of that.
    [Show full text]
  • The General Vol 07 No 6
    THE GENERAL PAGE 2 ;he ~VAtON *HILt @rn~rnL3Z£ill . .. a losing venture published bi-montnly Avalon Hill Philosophy Part 26 pretty close to the first day of January, March, May, July, September, and Novem­ ber. Making Connections The General is edited and published by The Avalon Hill Company almost solely for Len Lakoika Is a "positive" person. He's a organized side of wargaming, clubs, special in­ the cultural edification of the serious game doer. He makes connections. He Is President of terest magazines, general hobby publications, con­ aficionado. It also helps sell our merchan­ the IFW In addition to guiding two gaming ventions and face-to-face meetings, are unknown. dise, too. societies and publishing two Diplomacy fan ''It is the informing of this huge faction of potential wargamers that we must address our­ Articles from subscribers are considered 'zlnes. On the side he contributes articles to a variety of gaming magazines - all, that Is, except selves. To this end, the IFW is starting a project for publication at the whim and fancy of The General. Panzerblitz Magazine selected Len as which, it hopes, will accomplish this very task. members of our erudite editorial staff and "1970 Wargamer of the Year" (despite this latter They wish to make available, first in major company baseball team. To merit considera­ Indiscretion.) metropolitan areas, then on a statewide basis, lists tion, articles must be typewritten double­ of local clubs, garners who like to play ftf games spaced and not exceed 1,000 words. Ac­ Most of his personal "free" time has gone Into on a regular basis, conventions, and regular companying examples and diagrams must be expounding the virtues of wargamlng.
    [Show full text]