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The collected game design rants of Marc LeBlanc

The collected game design rants of Marc LeBlanc

A Theory of Fun for Game Design XEODesign Our Story XEODesign (pronounced zee-oh-design) is an award-winning firm that helps organizations increase engagement with play. We identify ways to increase engagement by eliminating factors that prevent play, and we uncover new opportunities for creating experiences based on what players like the most about games. We envision new game-inspired products and services, and we design the player behaviors, game mechanics, and emotions that make them work best. We help our clients innovate and attract new markets through revealing player's hidden motivations and catalyze their team's creativity. Our continuing research on why we play games helps us unearth new methods for increasing engagement with play. Do you know of her 4 Fun Keys? — Jason VandenBerghe, Creative Director Ubisoft It would be impossible to overestimate the extent to which Nicole Lazzaro's research has contributed to a better understanding of play in the context of videogames. — Chris Bateman, author of 21st Century Game Design

Game Studies - Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games by José P. Zagal, Amy Bruckman Abstract Teaching about games should be easy. After all, students enjoy engaging with course content and have extensive personal experience with videogames. In reality, games education is surprisingly complex. Keywords: games education, game literacy, learning, Introduction Videogames are increasingly becoming an important part of people's lives (Byron, 2008; Cragg et al., 2006; Pratchett, 2005). The increasing cultural importance of videogames coincides with an increased demand for knowledge, skills and training for people who have an interest in learning about and studying games. What does it mean to "understand games"? Asking these sorts of questions and exploring these issues is important to the field of game studies for multiple reasons. One possible avenue towards achieving this goal is to explore and understand the challenges faced by students currently taking game studies classes. Methods and Data Analysis General Learning Objectives of Games Classes

Nicole Lazzaro | Founder and President, XEODesign Nicole Lazzaro, Founder and President of XEODesign, Inc., has twenty years of expertise in Player Experience Design (PXD) for mass-market entertainment products. Voted by Gamasutra as one of the Top 20 women working in video games, and cited by Wired, Fast Company, CNET, ABC News, The Hollywood Reporter, and Red Herring, her clients include Sony, EA, Ubisoft, Sega, PlayFirst, The Cartoon Network, Disney, Lucas Arts, Nickelodeon, LeapFrog, Mattel, Monolith, Xfire, D.I.C.E, Leap Frog, Ugobe, The Learning Company, Broderbund, Roxio, Cisco, Go Pets, Sierra Online, and Maxis. She has an undergraduate degree in Psychology from Stanford University, where she also studied film making and computer programming.

World Wide Workshop Open Badges Main Page - Gameontology Brinquedos Artesanais Botão Estica e solta, estica e solta... assim a criançada faz as tampinhas desse brinquedo girarem, produzindo um barulhinho mágico. Inventado em 1930, o futebol de botão é passatempo para todas as idades. IDADE - A partir de 4 anos. O QUE DESENVOLVE - Coordenação motora e ritmo. COMO FAZER - O modelo tradicional é feito com um pedaço de fio que passa pelos dois furos de um botão grande amarrado com um nó nas pontas. COMO BRINCAR - As duas tampinhas que ficam nas extremidades servem para segurar o brinquedo. Cavalo de pau Um simples cabo de vassoura é suficiente para divertir as crianças com um cavalo de pau. O QUE DESENVOLVE - Coordenação motora e exercício de pernas e pés. COMO FAZER - Desenhe a cabeça do cavalo em um pedaço de EVA e recorte. COMO BRINCAR - A criança monta no brinquedo e "cavalga" pela escola. Pé de lata As crianças andam para lá e para cá em cima das latas. IDADE - A partir de 5 anos. O QUE DESENVOLVE - Equilíbrio e coordenação motora. Bambolê IDADE - A partir de 6 anos. Pipa

gamesforchange.org.br Gaming's most important evolutions | GamesRadar Tempting as it might be to imagine that history just plods along on a linear course, with great advancements magically popping into being at their appointed times, the reality is that it always takes a single, bright spark of an idea to get the wheels of progress moving – mainly by convincing others to steal said idea and improve it. It’s the same with videogames; look at their history as a whole, and it looks like one long, unbroken chain of gradual evolution. Look closer, however, and you’ll see that every last one of the useful features we take for granted today had its origin in one single, (sometimes) brilliant trailblazer that pioneered a new idea and made it appealing for everyone else. Game consoles First seen in: Magnavox Odyssey (1972) Above: Image by Electronic Entertainment Museum Important because: Look, we all miss arcades. Above: Sort of like Pong, but not Sound First seen in: Pong (1972) Important because: This seems too obvious to count as an evolution, right? MMOs

A Video Lecture You Won’t Soon Forget: Video Games and Storytelling <div class="greet_block wpgb_cornered"><div class="greet_text"><div class="greet_image"><a href=" rel="nofollow"><img src=" alt="WP Greet Box icon"/></a></div>Hello there! If you are new here, you might want to <a href=" rel="nofollow"><strong>subscribe to the RSS feed</strong></a> for updates on this topic.<div style="clear:both"></div></div></div> Daniel Floyd’s ten minute YouTube video, “Video Games and Storytelling,” is a video lecture you won’t soon forget. Reminiscent of “RSA Animate – Drive: The surprising truth about what motivates us,” about Dan Pink’s book “Drive,” this video by Daniel Floyd is the most intense, “rapid-fire” visual presentation of related images I’ve seen in a video lecture to date. Several clever visual quips in here, but you certainly have to pay close attention!

Serious Games Initiative Game Studies - Issue 1102, 2011 Interactivity, Inhabitation and Pragmatist Aesthetics by Phillip D. Deen Pragmatist philosophy of art provides an account of aesthetic experience particularly suited to the transactive and immersive qualities of video games and superior to spectatorial and institutional alternatives. Optimizing Play: How Theorycraft Changes Gameplay and Design by Christopher A. Analyzing the role of theorycraft in optimizing play, this essay argues that theorycraft demonstrates a distinct approach of how to 'play' World of Warcraft, uniting game studies research that focuses on procedural rhetoric and paratexts, while expanding the role of rhetoric for the analysis of games. Bishōjo Games: ‘Techno-Intimacy’ and the Virtually Human in Japan by Patrick W. This paper offers an in-depth analysis of bishōjo games. The Leisure of Serious Games: A Dialogue by Geoffrey M. In this dialogue, performed at a conference, the presenters test the claim that “games can be educational”. What is Love? by Olli Tapio Leino

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