Digital Game-Based Learning in STEM Subjects
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Enhancing the Therapy Experience Using Principles of Video Game Design
AJSLP Viewpoint Enhancing the Therapy Experience Using Principles of Video Game Design John Wm. Folkins,a Tim Brackenbury,a Miriam Krause,a and Allison Havilanda Purpose: This article considers the potential benefits that emotion or cognitive connection. The discovery principle applying design principles from contemporary video games promotes indirect learning in focused environments. The risk- may have on enhancing therapy experiences. taking principle addresses the uncertainties clients face when Method: Six principles of video game design are presented, attempting newly learned skills in novel situations. The and their relevance for enriching clinical experiences is generalization principle encourages multiple opportunities for discussed. skill transfer. The reward system principle directly relates to Results: The motivational and learning benefits of each the scaffolding of frequent and varied feedback in treatment. design principle have been discussed in the education Last, the identity principle can assist clients in using their newly literature as having positive impacts on student motivation learned communication skills to redefine self-perceptions. and learning and are related here to aspects of clinical Conclusion: These principles highlight areas for research practice. The essential experience principle suggests and interventions that may be used to reinforce or advance connecting all aspects of the experience around a central current practice. ideo games are captivating. Around the world, for a number of years, both at school and at our clinic. people spend more than three billion hours a week Martin typically showed low levels of engagement in both V playing them (Knewton Inc., 2014), with the average environments despite multiple attempts to make sessions gamer playing 8 hr per week (Entertainment Software interesting and enjoyable. -
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
Can Game Companies Help America's Children?
CAN GAME COMPANIES HELP AMERICA’S CHILDREN? The Case for Engagement & VirtuallyGood4Kids™ By Wendy Lazarus Founder and Co-President with Aarti Jayaraman September 2012 About The Children’s Partnership The Children's Partnership (TCP) is a national, nonprofit organization working to ensure that all children—especially those at risk of being left behind—have the resources and opportunities they need to grow up healthy and lead productive lives. Founded in 1993, The Children's Partnership focuses particular attention on the goals of securing health coverage for every child and on ensuring that the opportunities and benefits of digital technology reach all children. Consistent with that mission, we have educated the public and policymakers about how technology can measurably improve children's health, education, safety, and opportunities for success. We work at the state and national levels to provide research, build programs, and enact policies that extend opportunity to all children and their families. Santa Monica, CA Office Washington, DC Office 1351 3rd St. Promenade 2000 P Street, NW Suite 206 Suite 330 Santa Monica, CA 90401 Washington, DC 20036 t: 310.260.1220 t: 202.429.0033 f: 310.260.1921 f: 202.429.0974 E-Mail: [email protected] Web: www.childrenspartnership.org The Children’s Partnership is a project of Tides Center. ©2012, The Children's Partnership. Permission to copy, disseminate, or otherwise use this work is normally granted as long as ownership is properly attributed to The Children's Partnership. CAN GAME -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
Changing Perceptions and Bucking
INAUGURAL ISSUE Q1-Q3 2008 LOUISIANA ECONOMIC QUARTERLY EA SpoRtS: FoRtUNE 1000 HQ LoUISIANA’S It’S IN LoUISIANA RELocAtIoN NUcLEAR RENAISSANcE inside 13 Economic Update Secretary The State Of Louisiana’s Economy 4 Around the Regions What’s Happening With 10 Haynesville Shale And Federal City Moret Momentum Louisiana 13 Companies That 12 Said ‘Yes’ To Louisiana Small Business Spotlight Loads Of Opportunity For 20 am thrilled to share with you the inaugural This issue also includes a variety of stories Southern Textile Services issue of Louisiana Economic Quarterly – a describing some of the most consequential Louisiana community Network new publication designed to provide economic developments in Louisiana today, Tools For Success 22 insights about Louisiana’s economy, as well including the Haynesville Shale in North 24 as economic development efforts being Louisiana, the Federal City project in New Industry outlook undertaken to enhance it. Orleans, an exciting small business success Taking Digital Arts 24 story in Alexandria, and the emerging digital To The Next Level 20 In this and subsequent issues, we will detail media industry that is starting to form in Baton major economic developments in Louisiana, Rouge, Lafayette, New Orleans and Shreveport/ on the cover including economic trends, major business Bossier. We also include a thought-provoking Changing Perceptions And 26 19 investments, small business success stories, interview with Jim Clinton, a national economic Bucking National Trends the evolution of traditional and emerging development leader who just came back to industry sectors, and state and local economic Alexandria to make a difference. How planning development initiatives. -
Chapter One - Introduction
Understanding learning within a commercial video game: A case study Allan Fowler B.Bus, MBA, M.Ed. a thesis submitted to the faculty of design and creative technologies AUT University in partial fulfilment of the requirements for the degree of doctor of philosophy School of Computing and Mathematical Sciences Auckland, New Zealand 2014 i DECLARATION I hereby declare that this submission is my own work and that, to the best of my knowledge and belief, it contains no material previously published or written by another person nor material which to a substantial extent has been accepted for the qualification of any other degree or diploma of a University or other institution of higher learning, except where due acknowledgement is made in the acknowledgements. ........................... ii ACKNOWLEDGMENTS This thesis has been undertaken at the Faculty of Design and Creative Technologies of AUT University in Auckland, New Zealand. I would like to take this opportunity to thank all the people who have given me invaluable feedback and support throughout the development, research, and completion of the research project and the production of this thesis. I received considerable support from many colleagues, peers, and leading academics at the various conferences I have been fortunate enough to attend. Thank you. I apologise if I fail to mention all the people who helped me, but the list would fill several pages. First and foremost, I would like to thank my supervisor, Dr. Brian Cusack for your support, feedback, and guidance over the last five years. Without your support, I am very sure this research would not have been possible. -
Proposal for an Undergraduate Major in Esports and Game Studies B.S
4/16/2019 Proposal for an Undergraduate Major in Esports and Game Studies B.S. Arts and Sciences PRELMINARY PROPOSAL FOR A BACHELOR OF SCIENCE IN Esports and Game Studies I. Proposed Major This new major will be a Bachelor of Science degree through the College of Arts and Sciences in Esports and Game Studies (EGS). Initially, the major will focus on three tracks: 1.) Esports and Game Creation, 2.) Esports Management, and 3.) Application of Games in Medicine and Health. Additional concentrations and certificate programs may be proposed once the major becomes well established. II. Rationale A. Describe the rationale/purpose of the major. This new four-year Arts & Sciences major is a true collaboration between five colleges at The Ohio State University: 1) The College of Arts & Sciences, 2) The Fisher College of Business, 3) The College of Education and Human Ecology, 4) The College of Engineering, and 5) The College of Medicine. This new degree is a multidisciplinary collaboration that is driven by industry needs. The Esports and Game industry is growing at an enormous pace over the past few years. According to Newzoo’s 2018 Global Esports Market Report the global esports revenues have grown over 30% for the past three years and this rate is expected to continue beyond 2021. The revenues in the industry were $250 million in 2015 and expected to reach $1.65 billion by 2021. This growth has created a dearth of properly trained college graduates to fill industry needs. This new UG major has been created to fill the void in industry. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Europe's Video Game Industry and the Telecom Single Market
Europe’s Video Game Industry and the Telecom Single Market Executive Summary The internet is a key driver of growth in the video game industry and facilitates distribution of content, engagement with customers, multiplayer gameplay and provision of crucial software updates to improve gameplay. Our industry has thrived where high-speed internet has become more accessible to consumers as the delivery of video game-related services and the distribution of high-quality video game content often consumes more data than other internet-related activities. Additionally, existing multiplayer gameplay functionality and future cloud-based game products which require technologies to rapidly ‘sync' over very long distances are highly sensitive to delays in the time it takes for these synchronisations to take place (these delays are referred to as “latency”). Any steps taken towards further harmonisation of the Telecom Single Market should therefore promote the following principles of Net Neutrality: (1) driving competition between internet service providers (ISPs); (2) safeguarding the emergence of dynamic new business models and commercial practices in the video games industry; (3) encouraging the distribution and free-flow of video game content by ensuring as many European consumers as possible may avail of internet connections with unrestricted or high data caps; (4) guaranteeing low latency for online multiplayer games to deliver the best possible interactive experience for gamers; (5) encouraging ISPs to provide reliable, uninterrupted broadband for end-users; (6) extending broadband at affordable prices to as many European consumers as possible and supporting the ongoing growth of the Europe’s fixed and mobile internet infrastructure; (7) ensuring transparency in the network traffic management practices of ISPs so gamers can make the best possible choice of broadband provider; and (8) ending “artificial” restrictions on network traffic and the throttling of competing services by ISPs. -
Download World of Goo for Pc Free
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PROGRAMMING LEARNING GAMES Identification of Game Design Patterns in Programming Learning Games
nrik v He d a apa l sk Ma PROGRAMMING LEARNING GAMES Identification of game design patterns in programming learning games Master Degree Project in Informatics One year Level 22’5 ECTS Spring term 2019 Ander Areizaga Supervisor: Henrik Engström Examiner: Mikael Johannesson Abstract There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the different programming concepts. This dissertation addresses this problem and analyses which fundamental programming concepts that are represented in commercial games for programming learning. The study also identifies game design patterns used to represent these concepts. The result of this study shows topics that are represented more commonly in commercial games and what game design patterns are used for that. This thesis identifies a set of game design patterns in the 20 commercial games that were analysed. A description as well as some examples of the games where it is found is included for each of these patterns. As a conclusion, this research shows that from the list of the determined fundamental programming topics only a few of them are greatly represented in commercial games where the others have nearly no representation. -
Gootool Technical Overview Scope
GooTool Technical Overview Scope Total Physical Source Lines of Code (SLOC) = 18,012 Development Effort Estimate, Person-Years = 4.16 Schedule Estimate, Years = 0.92 Estimated Average Number of Developers (Effort/Schedule) = 4.52 Total Estimated Cost to Develop = $$, 562,318 (average salary = $56,286/year, overhead = 2.40). Generated using David A. Wheeler’s ‘SLOCCount’. Verified with: david@netman1:~/Projects/gootool$ find . -name *java | xargs cat | egrep -v '^[[:space:]]*(//|/\*|\*|$)' | wc -l 17934 GooTool Technical Overview SCM Procedures • Subversion: version control. • Release tags and branches. • Mantis: issue tracking. • ANT: build management. • Script to build, tag and version releases GooTool Technical Overview SVN Statistics 0.8 0.9 1.0 1.1 GooTool Technical Overview Release tags david@netman1:~$ svn ls -v file:///svn/gootool 400 david Jun 12 10:20 ./ 1 david Nov 05 2008 branches/ 378 david Nov 18 2009 tags/ 400 david Jun 12 10:20 trunk/ david@netman1:~$ svn ls -v file:///svn/gootool/tags 378 diddavid Nov 18 2009 ./ 194 david Jan 15 2009 Release_0_10_0/ 199 david Jan 15 2009 Release_0_10_1/ 224 david Feb 09 2009 Release_0_10_2/ 256 david Apr 18 2009 Release_0_10_3/ 292 david Jun 22 2009 Release_0_10_4/ 299 david Jun 28 2009 Release_0_10_5/ 17 david Nov 06 2008 Release_0_8_0/ 31 david Nov 09 2008 Release_0_8_1/ 35 david Nov 09 2008 Release_0_8_2/ 46 david Nov 09 2008 Release_0_9_0/ 66 david Nov 13 2008 ReleasReleasee091/_0_9_1/ 71 david Nov 13 2008 Release_0_9_2/ 82 david Nov 15 2008 Release_0_9_3/ 92 david Nov 17 2008 Release_0_9_4/ 130 david Nov 21 2008 Release_0_9_5/ 149 david Dec 19 2008 Release_0_9_6/ 154 david Dec 19 2008 Release_0_9_7/ 345 david Oct 22 2009 Release_1_0_0/ 368 david Nov 08 2009 Release_1_0_1/ 378 david Nov 18 2009 Release_1_0_2/ GooTool Technical Overview Issue tracking GooTool Technical Overview GooTool Technical Overview GooTool Technical Overview World of Goo • Windows, Linux, Mac OS X, Wii.