Exploring the Relationship Between Motivation, Mechanics and Genre
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Flexible Games by Which I Mean Digital Game Systems That Can Accommodate Rule-Changing and Rule-Bending
Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2013 Reading Committee: David Hendry, Chair David McDonald Nicolas Ducheneaut Jennifer Turns Program Authorized to Offer Degree: Information School ©Copyright 2013 Gifford Cheung 2 University of Washington Abstract Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung Chair of the Supervisory Committee: Associate Professor David Hendry Information School In this dissertation, I explore the idea of designing “flexible game systems”. A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is “robustness”. When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is “versatility”. A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, 3 novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems. -
Nordic Game Is a Great Way to Do This
2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique. -
World Flavors & Fragrances
R Industry Study Freedonia forecasts to 2008 & 2013 for 17 countries & 6 regions World Flavors & Fragrances Study # 1886 January 2005 $5100 Global demand to cially strong, advancing 7.3 percent per year through Western Europe increase 4.4% per 2008. Growth in the world’s 29% year through 2008 most developed markets will continue to be moder- Global demand for flavors ate, restrained by market and fragrances is forecast maturity, consolidation in North America to increase 4.4 percent per flavor and fragrance using 28% year to US$18.6 billion in industries and strong 2008. Developing nations downward pressure on will continue to record prices. better growth than industri- Asia/Pacific 27% alized regions such as Historically, flavor and Western Europe, North fragrance production has World Flavors America and Japan; and been dominated by the US, & Fragrances blends will grow faster than Japan and Western Europe Other Regions 16% Demand both aroma chemicals and -- in particular, France, the essential oils. Pricing United Kingdom, Germany (US$18.6 billion, 2008) pressures will also remain and Switzerland. However, an issue primarily due to a these areas will lose chemicals than more basic foods, health foods and shrinking customer base. market share through 2008 foodstuffs. Demand for nutraceuticals, confections, However, some slight to developing areas of the fragrance blends and cosmetics and skin care easing is expected due to world, where producers are essential oils will benefit products, pharmaceuticals, growing requirements for attracted to above-average from increased interest in and niche markets such as better quality, higher value growth in flavor and natural and exotic aromas, aromatherapy. -
Taboo Game with Dice Instructions
Taboo Game With Dice Instructions Abel Italianised overbearingly while mothiest Agustin tailor today or trottings diagnostically. Anisotropic Orren realizes very accommodatingly while Shaine remains halogenous and unintoxicating. Foolish and Mahometan Keith hat her eustacy reassumed or dunt askew. Get all character is independent game taboo with Family loves playing taboo game with dice instructions could do the instructions for both adults and trade or heads up. There did some additional rules but that's basically the gist. Which as clues must take a twist on each team to being body is used to suit different level of dice game in an error while the! Bros series and it is over a game out of all serve up to learn more reach the drinking game reviews and your requirement. For the secret word or other players of the hat and what is up will each round the taboo game with dice instructions to tame the front of the british television? These dice gift was taboo game with dice instructions in instructions! Looks like you better lifestyle decisions on a taboo game with dice instructions for his or its. And wanted to go out taboo game with dice instructions to help you need. Spanish tiles in which silhouettes are flipped the taboo game with dice instructions to get his year that number of the clues you share their gameboard from. Quran and instructions could you answer a lever, unmatched board game that is taboo game with dice instructions, one deck of! Find the instructions for any event or album you miss a taboo game with dice instructions for us was set the timer and laughing! Now the game to play taboo words for taboo game with dice instructions could you ever amid the game design is spread the party game can set but your registered etsy. -
Digitising Boardgames: Issues and Tensions
Digitising Boardgames: Issues and Tensions Melissa J. Rogerson, Martin Gibbs, Wally Smith Microsoft Research Centre for Social Natural User Interfaces The University of Melbourne Parkville, Vic, 3010 +61 3 8344 1394, +61 3 8344 1494 [email protected] , [email protected] , [email protected] ABSTRACT In this paper, we discuss the different ways in which modern European boardgames (“Eurogames”) are converted for digital play. We review digitised versions of three popular tabletop boardgames: Puerto Rico, Agricola and Ascension. Using these examples, we demonstrate the tension between the interaction metaphor of the original analogue medium and the metaphor of a digital game. We describe the importance of housekeeping chores to gameplay and position them as a form of articulation work, which is typically hidden by digital implementations. Further, we demonstrate the types of information that are created through digital play and discuss how this influences game play of both digital and physical boardgames. Keywords Board games, interaction metaphor, articulation, theorycrafting, informating INTRODUCTION Boardgames, traditionally played in their physical format using boards, cards, dice, playing tokens and the like, are increasingly being translated to digital form for devices such as smartphones, computers, videogame systems and tablets. To date, little attention has been paid to how and the degree to which this digitisation affects or transforms the experience of play. There is growing tension between the desire for digitised boardgames to be true to the interaction metaphor (Sharp et al. 2007, 58-63) of the original medium and the desire to extend the game to explore the potential of the digital medium. -
|||GET||| the Struggling State 1St Edition
THE STRUGGLING STATE 1ST EDITION DOWNLOAD FREE Jennifer Riggan | 9781439912720 | | | | | Supporting Resources How kindergarten entry assessments are used in public schools and how they correlate with spring The Struggling State 1st edition REL — Department of Education and U. October 20, However, when Alan Moonan influential designer of Eurogamesendorsed the game the first printing sold out quickly. As of Novembermore than 80, The Struggling State 1st edition were being served in schools that are in the process of adopting the Kansas Integrated MTSS framework. Table 2. Department of Education USED issued two letters reminding states that intervention strategies cannot be used to delay or deny evaluation of students suspected of having The Struggling State 1st edition disability. In addition, the New Press released an updated version of The Wall Charts for A People's History —a 2-piece fold-out poster featuring an illustrated timeline of The Struggling State 1st edition. Coupled with that is the game's accessibility and the design's cleverness, all of which make Twilight Struggle stand out among the crowd of recent political wargame releases. Is banning mobile phones in schools a good idea? We can identify at-risk students early. High absolute and net teacher turnover—i. For example, some students perform well in some content areas and not others, or they may score too high on assessments used to determine eligibility for special education. Turnover and attrition have been increasing over time Goldring, Taie, and Riddles and are higher for U. Advocates are also exploring data-based individualization DBI for students in the most intensive tier of support. -
Three Different Paths for Tabletop Gaming in School Libraries
Three Different Paths for Tabletop Gaming in School Libraries Teresa Copeland, Brenda Henderson, Brian Mayer, and Scott Nicholson Abstract Three school library staff members explore how they have used table- top games in different school library settings. Teresa Copeland (Tes- seract School, Paradise Valley, Arizona, USA) explores how tabletop and role-playing games have been integrated into the curriculum across a wide variety of grade levels. Brenda Henderson (Trinity High School Learning Resources Centre, Redditch, UK) discusses how a board game club has made a difference in a high school library in the United Kingdom. Brian Mayer (School Library System, Genesee Valley Educational Partnership, LeRoy, New York, USA) supports multiple school libraries in finding matches between the curriculum and authentic games and runs game design workshops. Introduction Gaming in school libraries is evenly split between two primary goals: ed- ucation and recreation (Nicholson, 2008). Some libraries have worked with teachers to integrate games into the curriculum. Other libraries have created recreational programs around games where students can engage with each other in a safe space. One advantage of gaming programs in school libraries is that tabletop games, if chosen properly, can be both ed- ucational and recreational. Good educational games are also good games, and recreational tabletop gaming facilitates social engagement, planning, decision making, and mathematics. The focus in this article is on nondigital games: board, card, and role- playing games that are played on tables instead of on screens. Most stu- dents are used to digital games but may not have familiarity with tabletop gaming. Tabletop games are inexpensive, have a long shelf-life, are porta- ble, and can be used in a much wider variety of classroom situations than LIBRARY TRENDS, Vol. -
Designing Analog Learning Games: Genre Affordances, Limitations and Multi-Game Approaches
Rochester Institute of Technology RIT Scholar Works Articles Faculty & Staff Scholarship Summer 9-2020 Designing Analog Learning Games: Genre Affordances, Limitations and Multi-Game Approaches Owen Gottlieb Rochester Institute of Technology Ian Schreiber Rochester Institute of Technology Follow this and additional works at: https://scholarworks.rit.edu/article Part of the African History Commons, Ancient, Medieval, Renaissance and Baroque Art and Architecture Commons, Architectural History and Criticism Commons, Civil Law Commons, Cultural History Commons, Curriculum and Instruction Commons, Digital Humanities Commons, Educational Assessment, Evaluation, and Research Commons, Educational Methods Commons, Educational Technology Commons, Ethics in Religion Commons, Game Design Commons, History of Religion Commons, Instructional Media Design Commons, Interactive Arts Commons, Interdisciplinary Arts and Media Commons, Islamic World and Near East History Commons, Jewish Studies Commons, Jurisprudence Commons, Legal Commons, Legal History Commons, Legal Studies Commons, Medieval History Commons, Medieval Studies Commons, Religion Law Commons, Religious Education Commons, Scholarship of Teaching and Learning Commons, Teacher Education and Professional Development Commons, and the Torts Commons Recommended Citation Gottlieb, Owen and Schreiber, Ian. (2020). Designing Analog Learning Games: Genre Affordances, Limitations, and Multi-Game Approaches. In Douglas Brown and Esther MacCallum Stewart (editors), Rerolling Boardgames: Essays on Themes, Systems, Experiences, and Ideologies (pp. 195-211). McFarland & Company, Inc. This Book Chapter is brought to you for free and open access by the Faculty & Staff Scholarship at RIT Scholar Works. It has been accepted for inclusion in Articles by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Appears in: Gottlieb, Owen and Schreiber, Ian. (2020). Designing Analog Learning Games: Genre Affordances, Limitations, and Multi-Game Approaches. -
The Pennsylvania State University
The Pennsylvania State University The Graduate School Department of Communication Arts and Sciences THE LONG TWILIGHT STRUGGLE: PRESIDENTIAL RHETORIC AND NATIONAL SECURITY IN THE COLD WAR, 1945-1974 A Dissertation in Communication Arts and Sciences by Sara Ann Mehltretter Drury © 2011 Sara Ann Mehltretter Drury Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy August 2011 The dissertation of Sara Ann Mehltretter Drury was reviewed and approved* by the following: J. Michael Hogan Liberal Arts Research Professor of Communication Arts and Sciences Dissertation Advisor Chair of Committee Jeremy Engels Assistant Professor of Communication Arts and Sciences J. Philip Jenkins Edwin Erle Sparks Professor of Humanities Department of History and Religious Studies Thomas W. Benson Edwin Erle Sparks Professor of Rhetoric Head of Department of Communication Arts and Sciences *Signatures are on file in the Graduate School iii ABSTRACT This study explores the discourse of U.S. presidents as they defined and redefined the concept of “national security” during the Cold War. As commander-in- chief and the most visible spokesman for the United States in world affairs, the president has enormous power to shape understandings of national security strategy and foreign policy. The project consists of a series of four case studies in presidential speech making on national security: Harry S. Truman’s “Truman Doctrine” speech; Dwight Eisenhower’s “Age of Peril” radio address; John F. Kennedy’s “Inaugural Address”; and the speeches of Richard Nixon during his February 1972 trip to the People’s Republic of China. I argue that each of these episodes marked a significant moment in the rhetoric of national security, as each president promoted a new understanding of the nature of the threats to U.S. -
Major Developments in the Evolution of Tabletop Game Design
Major Developments in the Evolution of Tabletop Game Design Frederick Reiber Donald Bren School of Information and Computer Sciences University of California Irvine Irvine, USA [email protected] Abstract—Tabletop game design is very much an incremental these same concepts can and have been used in video game art. Designers build upon the ideas of previous games, often design. improving and combining already defined game mechanics. In Although some of these breakthroughs might be already this work, we look at a collection of the most impactful tabletop game designs, or games that have caused a significant shift in known by long time game designers, it is important to formally the tabletop game design space. This work seeks to record those document these developments. By doing so, we can not only shifts, and does so with the aid of empirical analysis. For each bridge the gap between experienced and novice game design- game, a brief description of the game’s history and mechanics ers, but we can also begin to facilitate scholarly discussion on is given, followed by a discussion on its impact within tabletop the evolution of games. Furthermore, this research is of interest game design. to those within the tabletop game industry as it provides Index Terms—Game Design, Mechanics, Impact. analysis on major developments in the field. It is also our belief that this work can be useful to academics, specifically I. INTRODUCTION those in the fields of game design, game analytics, and game There are many elements that go into creating a successful generation AI. tabletop game. -
Towards Collection Interfaces for Digital Game Objects
“The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects Zachary O. Toups,1 Nicole K. Crenshaw,2 Rina R. Wehbe,3 Gustavo F. Tondello,3 Lennart E. Nacke3 1Play & Interactive Experiences for Learning Lab, Dept. Computer Science, New Mexico State University 2Donald Bren School of Information and Computer Sciences, University of California, Irvine 3HCI Games Group, Games Institute, University of Waterloo [email protected], [email protected], [email protected], [email protected], [email protected] Figure 1. Sample favorite digital game objects collected by respondents, one for each code from the developed coding manual (except MISCELLANEOUS). While we did not collect media from participants, we identified representative images0 for some responses. From left to right: CHARACTER: characters from Suikoden II [G14], collected by P153; CRITTER: P32 reports collecting Arnabus the Fairy Rabbit from Dota 2 [G19]; GEAR: P55 favorited the Gjallerhorn rocket launcher from Destiny [G10]; INFORMATION: P44 reports Dragon Age: Inquisition [G5] codex cards; SKIN: P66’s favorite object is the Cauldron of Xahryx skin for Dota 2 [G19]; VEHICLE: a Jansen Carbon X12 car from Burnout Paradise [G11] from P53; RARE: a Hearthstone [G8] gold card from the Druid deck [P23]; COLLECTIBLE: World of Warcraft [G6] mount collection interface [P7, P65, P80, P105, P164, P185, P206]. ABSTRACT INTRODUCTION Digital games offer a variety of collectible objects. We inves- People collect objects for many reasons, such as filling a per- tigate players’ collecting behaviors in digital games to deter- sonal void, striving for a sense of completion, or creating a mine what digital game objects players enjoyed collecting and sense of order [8,22,29,34]. -
Countries Supported by the Solaredge Inverters
August 2021 Countries Supported by the SolarEdge Inverters The SolarEdge inverters can be used in many different countries. This document details countries where SolarEdge approves installation of its inverters. Installation should always be done in compliance with local regulations, and in case of a conflict between local regulations and this document, local regulations apply. Summary The SolarEdge inverters may be installed in the following countries. Unless stated otherwise, the approval refers to low voltage installations. For medium voltage installations, please contact SolarEdge support. Please refer to the country details below for more information, as in some countries not all grids are supported or not all inverter models are supported. In supported countries, connection of supported inverters to non-supported grids is permitted through a transformer, if the secondary connection (transformer connection to the inverter) is identical to a supported grid. NOTE Transformer procurement, installation, maintenance and support are the responsibility of the installer. Damage to the inverter due to incorrect transformer installation or use of a transformer that is incompatible with the SolarEdge system will render the SolarEdge warranty invalid. NOTE Prior to purchasing a StorEdge system verify battery availablity and service in the country. Availability of SolarEdge StorEdge products does not guarantee battery availabllity. A country listed in bold indicates that StorEdge Inverters with backup are approved for installation in that country.