2017 Annual Report
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Ludopor – Platform for Creating Word Educational Games
LudoPor Word Games Creation Platform Samuel José Raposo Vieira Mira March of 2009 Acknowledgements While I have done a lot of work on this project, it would not have been possible without the help of many great people. I would like to thank my mother and my wonderful girlfriend who have encouraged me in everything I have ever done. I also owe a great amount to my thesis supervisor, Rui Prada whose advice and criticism has been critical in this project. Next I would like to thank the Ciberdúvidas community, especially Ana Martins, for having the time and will to try and experiment my prototypes. A special thanks is owed to my good friend António Leonardo and all the users that helped in this project especially the ones in the weekly meetings. 2 Abstract This thesis presents an approach for creating Word Games. We researched word games as Trivial Pursuit, Scrabble and more to establish reasons for their success. After this research we proposed a conceptual model using key concepts present in many of those games. The model defines the Game World with concepts such as the World Representation, Player, Challenges, Links, Goals and Performance Indicators. Then we created LudoPor - a prototype of a platform using some of the referred concepts. The prototype was made using an iterative design starting from paper prototypes to high fidelity prototypes using user evaluation tests to help define the right path. In this task we had the help of many users including persons of Ciberdúvidas (a Portuguese language community). Another objective of LudoPor was to create games for Ciberdúvidas that would be shown in their website. -
Name That! 90S Toy Answers – Adder Apps Level 1 1. Talkboy 2. Bop It 3
5. Spice Girls Dolls Level 6 Level 9 6. Tamagotchi 1. Jenga 1. Puffkins 7. Laser Challenge 2. Weebles 2. Brain Warp 8. Super Soaker 3. He-Man 3. Snardvark 9. Creepy Crawlers 4. Snoopy Sno Cone 4. Chatter Ring Name That! 90s Toy Answers 10. Talkback Dear diary Machine 5. Dragon Flyz – Adder Apps 11. Nerf Guns 5. Dungeons and Dragons 6. Tazos 12. Don’t Wake Daddy* 6. Risk 7. Doodle Bears Level 1 7. Captain Action 8. Neopets 1. Talkboy Level 4 8. Pogo Stick 9. Quints 2. Bop It 1. Jibba Jabba 9. Barrel of Monkeys 10. Vortex Football 3. Buzz Lightyear 2. Hit Clips 10. Koosh Balls 11. Party Mania 4. Crocodile Dentist 3. Bumble Ball 11. BB Gun 12. Zbots 5. Woody 4. Moon Shoes 12. Ker Plunk 6. Pogs 5. Sega Genesis Level 10 7. Nintendo 64 6. Beanie Babies Level 7 1. Fantastic Flowers 8. Furby 7. Mr Potato Head 1. Pretty Pretty Princess 2. Zoids 9. Playstation 8. Polly Pocket 2. Power Rangers 3. Ouija Boards 10. Power Wheels 9. Silly Putty 3. Spin Art 4. Magna Doodle 11. Game Boy 10. Mighty Max 4. Tonka Truck 5. Sticky Hands 12. Easy Bake Oven 11. Sock Em Boppers 5. Wonderful Waterful 6. Boggle 12. Mr Bucket 6. Slip n Slide 7. Lite Brite Level 2 7. Baby Sinclair 8. Cootie 1. Uno Level 5 8. Roller Blades 9. Fashion Plates 2. Barbie 1. Glitter Magic Wand 9. Laser Pointer 10. Hypercolor T-Shirt 3. Tiddlywinks 2. Stretch Armstrong 10. Slap Bracelet 11. -
A Trivial Pursuit: Scrabbling for a Board Game Copyright Rationale
HALES_TRIVIAL PURSUIT 3/7/2013 1:15 PM A TRIVIAL PURSUIT: SCRABBLING FOR A BOARD GAME COPYRIGHT RATIONALE Kevin P. Hales* INTRODUCTION ......................................................................... 242 I:HISTORICAL LACK OF PROTECTION FOR BOARD GAMES ......... 245 II.ARGUMENTS FAVORING COPYRIGHT PROTECTION FOR BOARD GAMES ................................................................. 248 A. Board Games as Creative Works Versus Practical Ones .......................................................... 248 B. Copyright Protection for Comparable Works ......... 250 1. Plays and Similar Dramatic Works ................... 250 2. Sheet Music ......................................................... 252 3. Video games ........................................................ 254 4. Computer software. ............................................. 255 5. Sui Generis Protection for Architectural Works. .................................................................. 256 C. Substantial Similarity and the “Heart” of a Work . 257 D. Benefits of Copyright ............................................... 259 1. Incentivizing Creation of Board Games ............. 259 III.LACK OF PRESSURE FOR COPYRIGHT IN BOARD GAMES ....... 262 A. Legal Hurdles........................................................... 263 B. Board Game Industry Dynamics ............................. 264 IV.ARGUMENTS AGAINST COPYRIGHT IN BOARD GAMES .......... 265 CONCLUSION ............................................................................ 268 * J.D., 2011, University