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Garrett Eastman

The Zero-Day DLC Strategy: A Case for Versioning to Facilitate Product Sampling - 0 views

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    Abstract: "Out of the recent popularity of downloadable contents (DLC) among video game manufac- turers has resurfaced the issue of versioning of informatio n goods. The central idea behind the zero-day DLC strategy is that consumers who find the base v ersion of a game to be suffi- ciently attractive would pay a premium to upgrade by purchas ing such a DLC. In this work, we combine the literature on versioning with that on product sampling to model the impact of consumer learning on the product-line strategy of a game m anufacturer. In doing so, we demonstrate that a manufacturer's desire to vertically diff erentiate could actually stem from a horizontal separation among consumers. When consumers diff er in their perception of the fit between their tastes and the features of the product, horizo ntal differentiation seems a natural choice. However, if the manufacturer is unable to classify p otential consumers into groups with distinct tastes, horizontal differentiation becomes impra ctical. We find that, interestingly, this inability to differentiate horizontally does not limit the m anufacturer from vertically positioning its product line. We characterize the conditions under whic h the DLC strategy is effective and discuss how it affects consumer and social welfare. Our resul ts also have obvious implications in markets for other digital experience goods."
Garrett Eastman

Replayability of Video Games - 0 views

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    "what makes a video game replayable and why exactly the replayability of a game should matter to the companies producing the games and the consumers buying them. Information on replayability is very important to both the companies producing games and the consumers purchasing them. It is necessary for companies to achieve a balance in the amount of replayability a video game possesses. In other words, companies should aim for a certain ―value‖ of game play per dollar. If a game is not replayable, consumers will quickly tire 7 of the game and discard it, as it does not have high replay value. This takes away from the popularity of the game and possible sales from future games in the same series. On the other hand, if the game is too replayable, the consumer may not feel a need to buy any more games and video game companies will be unable to generate a profit. For companies, the value of the game requires a delicate balance to produce a game which will keep players interested long enough for the company to develop a new game before they tire of the game they have, but not too long so that when the company release the new game the buyers are in line waiting for it."
Garrett Eastman

Understanding Gamification of Consumer Experiences - 1 views

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    From the abstract: "we present an experience framework in order to show the effect of gamification on consumers' experiences that is illustrated through four extended examples. We conclude this article with a few implications for future research into, as well as practical application for the successful gamification of consumer experiences. But first, we discuss what gamification is and what it is not."
Garrett Eastman

MAKING THE CASE FOR NLP IN DIALOGUE SYSTEMS FOR SERIOUS GAMES - 0 views

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    Abstract: "As computational capability continues to increase, the tools available to designers of digital games have become more robust, allowing high fidelity graphics and sound to become common, and resulting in a market saturated with kinetic-based games. However, consumers and educators are eschewing such games for more complex and immersive stories, the creation of which has proven a difficult mountain for designers to climb. A central reason is that story-immersive games rely on dialogue between the player character (PC) and nonplayer characters (NPCs), the writing and coding of which is time consuming and inefficient. This paper documents the author's experiences with complex, branching dialogue systems, and examines the possibility of system automation through natural language processing (NLP)."
Garrett Eastman

Consumer Acceptance of Cloud Based Gaming - 0 views

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    A thesis evaluating cloud gaming attributes and surveying consumer attitudes toward cloud gaming features
Garrett Eastman

Exploiting the Fun Factor - 1 views

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    Exploration of mobile games and uses in business and marketing, including "gamification." "Video games have ceased being an end in themselves; they are a front in the battle to dominate technology platforms and delve into consumers' psyches."
Garrett Eastman

Humble Indie Bundle returns with five new games, already topped $500,000 sales - 0 views

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    "a pay-what-you-want [game] sale that lets consumers decide how much money to give to developers and how much to donate to charities"
Garrett Eastman

Guess Who?: A game to crowdsource the labeling of affective facial expressions is compa... - 0 views

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    Abstract: "This paper demonstrates the use of a crowdsourced human computation game to accumulate annotations from non-experts as a means to provide labels for an affective facial expression database. To do so, a human computation game is played, in which players are encouraged to ask each other related facial expression questions. These questions are based on the Facial Action Coding System. Emphasis is placed on the participant's overall understanding of the task and on the ease-of-use of the game so that labeling accuracy is reinforced. Additional game mechanics can be used in future work to encourage players to keep playing the game. This crowdsourced labeling of an affective facial expressions database is important because the manual labeling of an affective database can be relatively expensive and time consuming. Our game shows that non-experts are comparable in labeling our affective database based on the ground truth."
Garrett Eastman

GEMINI: A Generic Multi-Modal Natural Interface Framework for Videogames - 0 views

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    Abstract: "In recent years videogame companies have recognized the role of player engagement as a major factor in user experience and enjoyment. This en-couraged a greater investment in new types of game controllers such as the WiiMote™, Rock Band™ instruments and the Kinect™. However, the native software of these controllers was not originally designed to be used in other game applications. This work addresses this issue by building a middleware framework, which maps body poses or voice commands to actions in any game. This not only warrants a more natural and customized user-experience but it al-so defines an interoperable virtual controller. In this version of the framework, body poses and voice commands are respectively recognized through the Ki-nect's built-in cameras and microphones. The acquired data is then translated into the native interaction scheme in real time using a lightweight method based on spatial restrictions. The system is also prepared to use Nintendo's Wiimote™ as an auxiliary and unobtrusive gamepad for physically or verbally impractical commands. System validation was performed by analyzing the per-formance of certain tasks and examining user reports. Both confirmed this ap-proach as a practical and alluring alternative to the game's native interaction scheme. In sum, this framework provides a game-controlling tool that is totally customizable and very flexible, thus expanding the market of game consumers."
Garrett Eastman

Games for a Digital Age: K-12 Market Map and Investment Analysis - 0 views

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    Abstract: :Games for a Digital Age: K-12 Market Map and Investment Analysis includes a sector analysis and market map of game‐based learning initiatives with an analysis of relevant trends in education and digital technology that are likely to impact development of a robust game-based learning market segment. By formulating a new framework for understanding the changing dynamics of purchase decisions at the school, extended learning, and consumer levels including a "follow the money" analysis, this report will guide efficient use of existing capital and examine where new investment would be most productive. Conducted and written by Dr. John Richards, Leslie Stebbins and Dr. Kurt Moellering, the report synthesizes findings from extensive market research and a series of fifty interviews with leaders in the developer and publishing industries, and from the government, foundation and research sectors."
Garrett Eastman

From information consuming to participating: game-design supporting learning experience... - 0 views

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    "we analyze two different trends that have informed technology for learning in cultural institutions during recent years: one more established trend, supporting the information consumption metaphor and the other one, emerging recently, that invites visitors to participate in the process of culture creation. We discuss then game design as an example of participatory activity and we identify its learning dimensions. In particular, we elaborate on the role of technology in providing a scaffold that can help museum audience to construct games which can function as "public artefacts" and can be added to the museum's assets, enhancing audience engagement and community building."
Garrett Eastman

A Platformer Game in Flash Self Defined Project - 0 views

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    "This project involves developing an action-platformer game for the Flash platform. The user controls a character who must progress through levels, while avoiding obstacles, collecting items and fighting many types of enemies. Role-playing game elements such as equipment and upgrades support user customization and varied battle strategies. Developing a successful Flash game involves several factors. Flash games must be simple to get into, yet rewarding to play in both short and long sessions. Flash games must be accessible to a wide audience; both in terms of user preferences and technical limitations. Finally, Flash games must offer something unique to stand out from the crowd, in a market where hundreds of free games are published every month. This report covers the research, design and implementation done to achieve these requirements, in terms of game mechanics, interface, level design, visual design, accessibility options, and replay value. Technical challenges include building, testing and optimizing a game engine and interface from scratch, balancing the game mechanics and difficulty, and structuring the whole development process in a way that enables easy creation of new content. In addition to game design and development, this project also deals with the business aspects of developing online games; how games generate revenue, how they are marketed and distributed, and developing trends in the consumer market. Project success in different areas has been evaluated through usability studies, user ratings and reviews, and vast quantities of usage and distribution statistics. Overall, the project has been a success in terms of user reception and generated revenue, and the final section of this report includes plans for a second game, utilizing and building upon the same game engine and mechanics."
Garrett Eastman

The 24 Hour Knowledge Factory in Video Game Development - 0 views

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    "Abstract Video game developers have a tough road ahead as they try to out-do their competitors and develop the next blockbuster video game. The problem they face is that the cost of developing a video game is rising. The pressure mounts as economic uncertainty has led many consumers to cut spending on lucrative video game titles that publishers are tossing out up to $100 million (in rare cases) to develop, and the publishers are already beginning to feel the heat. Recent years have seen a number of publishers close up shop and even more publishers cutting jobs to save on spending. Despite the need for producing a product more efficiently and within a time restriction, the video game industry bases most of the production phases in-house instead of adopting a 24-hour business model in co-located sites around the world. Implementation of the 24 hour knowledge factory can help to solve some of the problems developers face in the numerous phases of video game development. However, publishers have yet to take advantage of this efficient business model."
Garrett Eastman

Usability analysis of video games: the development of assessment standards - 0 views

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    Presents results of a gamer questionnaire as well as analysis of effective games and their producers
Garrett Eastman

NESTA - Educated gamers (12 predictions for 2012) - 0 views

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    In the next twelve months more schools will be setting homework assignments for their students to play computer games. This will be because schools, expecting more of their students, will be looking for ways to support them to develop a deep level of understanding in, say, science, maths, or in being effective creators and consumers of the digital world (how to code, mash-up websites, design apps and so on).
Garrett Eastman

How Much are You Paying for a Video Game? Discrete Choice Model with Used Market Activi... - 0 views

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    Abstract Berry (1994) and some later papers provide a way to estimate di erentiated product models. When the product of interest is a durable good, consumers do not pay the entire retail price due to the existence of the second hand market. This paper employs data from the US video game market and proposes a new angel to investigate the demand side of a durable good. The results of the empirical investigation suggests that the inclusion of the future resale price makes the model estimation more sensible and reasonable.
Garrett Eastman

Gaming industry seeks women - 0 views

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    " Female consumers represent 40 percent of the market," but are underrepresented in industry
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