Making Great Games: An Insider's Guide to Designing and Developing the World ... - Mich... - 0 views
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Excerpted in Google Books, Published November 2012."Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production. This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made."
ZooU: A Stealth Approach to Social Skills Assessment in Schools - 0 views
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Abstract: "This paper describes the design and evaluation of Zoo U, a novel computer game to assess children's social skills development. Zoo U is an innovative product that combines theory-driven content and customized game mechanics. The game-like play creates the opportunity for stealth assessment, in which dynamic evidence of social skills is collected in real time and players' choices during gameplay provide the needed data. To ensure the development of an engaging and valid game, we utilized an iterative datadriven validation process in which the game was created, tested, revised based on student performance and feedback, and retested until game play was statistically matched to independent ratings of social skills. We first investigated whether the data collected through extensive logging of student actions provided information that could be used to improve the assessment. We found that detailed game logs of socially relevant player behavior combined with external measures of player social skills provided an efficient vector to incrementally improve the accuracy of the embedded assessments. Next, we investigated whether the game performance correlated with teachers' assessments of students' social skills competencies. An evaluation of the final game showed (a) significant correlations between in-game social skills assessments and independently obtained standard psychological assessments of the same students and (b) high levels of engagement and likeability for students. These findings support the use of the interactive and engaging computer game format for the stealth assessment of children's social skills. The created innovative design methodologies should prove useful in the design and improvement of computer games in education."
Indie Sports Games: Performance and Performativity - 0 views
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"The indie videogame scene is playing host to a new trend - competitive multiplayer sports themed games. Titles like Hokra, BaraBariBall, Tennnes, and GIRP, among others, have been challenging traditional notions of what constitutes a sports themed videogame. The emergence and popularity of these games raises questions about how the culture of traditional sports relates to the still developing community of independent developers, journalists, scholars and enthusiasts that comprise the nascent indie scene. Looking through the lens of performance and performativity, this paper unpacks this new sports game trend, examining design, spectatorship, and group identity by way of interviews with key members of the indie game scene.
A Platform Independent Game Technology Model for Model Driven Serious Games Development - 0 views
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From the abstract: "Model Driven Engineering (MDE) goes some way to provide the techniques required to generate a wide variety of interoperable serious games software solutions whilst encapsulating and shielding the technicality of the full software development process. In this paper, we present our Game Technology Model (GTM) which models serious game software in a manner independent of any hardware or operating platform specifications for use in our Model Driven Serious Game Development Framework."
Canadian makers of doc 'Indie Game' thrilled to have sold the concept to HBO | CTV Winn... - 0 views
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Updated: Mon Jan. 23 2012 15:43:40 The Canadian Press TORONTO Canadian makers of "Indie Game," a documentary about independent video game designers, say they're thrilled to have sold the concept to HBO and Scott Rudin, the producer behind mega films like "The Girl with the Dragon Tattoo," "Moneyball," "The Social Network" and "There Will Be Blood."
GameSpy Technology's Indie Open House Program Brings in Four Game Developers - 0 views
Super Fish Quest: A Video Game - 1 views
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"Video game design isn't just coding and random number generators. It is a complex process involving art, music, writing, programming, and caffeine, that should be approached holistically. The entire process can be intimidating to the uninitiated programmer, which is why I've written an all-inclusive guide to game design. With the creation of my own original video game, Super Fish Quest, as a model, I analyze each part of the design process, discuss the technical side of programming, and research how to raise money and publish a game as an independent game developer."
Honoring the Code: Conversations With Great Game Designers - 1 views
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Published 2013 and excerpted in Google Books. From the description: "In Honoring the Code: Conversations with Great Game Designers, 16 groundbreaking game developers share their stories and offer advice for anyone aspiring to a career in the games industry. You'll learn from their triumphs and failures and see how they dealt with sweeping changes in technology, including critical paradigm shifts from CD-ROMs and 3D graphic cards to the Internet and mobile revolution. The book presents in-depth interviews with a diverse mix of game professionals, emphasizing the makers of adventure games, role-playing games, and real-time strategies. It focuses on developers who have contributed to multiple eras or genres as well as those who have hired, taught, or mentored newcomers. Since the mobile revolution has opened up new demographics and new gameplay mechanics, the book features current developers of games for mobile devices. It also explores how indie game developers are making commercial-quality games with a small team mostly using free tools and funded with crowdsourcing applications."
Engaging Women in Games Using Emotional Stimuli - 0 views
Boston Festival of Indie Games - 0 views
Ars Technicast Episode 19: Video games of the FUTURE Future future… | Ars Tec... - 0 views
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"In this episode of the Ars Technicast, we talk about where we think the industry is headed and which new players might have real impact. Senior Apple Editor Jacqui Cheng, Social Editor Cesar Torres, and Senior Reviews Editor Lee Hutchinson join Kyle in a discussion about hardware, software, and indie development issues."
THE CONSTRUCTION OF AN ONLINE COMPETITIVE GAME-BASED LEARNING SYSTEM FOR JUNIOR HIGH SC... - 0 views
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Abstract: "The purpose of this study aimed to construct an online competitive game-based learning system by using freeware for junior high school students and to assess its effectiveness. From the learning standpoints, game mechanisms including learning points, competition mechanism, training room mechanism, questioning & answering mechanism, tips, and feedback mechanism are taken into consideration while constructing the system. The system contains screens of Log-in, Game lobby, Waiting room, Player's room, Question & Answer, and Scoring. After the system was established, it was implemented in a 10 week teaching experiment. A total of 35 junior high school students participated in this teaching experiment. Both pre-test and post-test were administered and analyzed. A 5-point Likert scale questionnaire, containing domains of system operation, learning effectiveness, competition and incentive, and training room learning was also included to assess user's satisfaction. Descriptive analysis and independent t test were used to analyze the collected data. The findings of the study show that most students are satisfied with the four domains of the freeware constructed online competitive game-based learning system. Meanwhile, the online competitive game-based learning system is effective for junior high school students' learning."
Review: Fez's world-spinning puzzles drive us to distraction - 0 views
Games developers seek to recruit 350 new staff - 0 views
MIT Sloan Business and Gaming Conference to Spotlight Best Business Practices Underlyin... - 0 views
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CAMBRIDGE, MA, Mar 22, 2012 (MARKETWIRE via COMTEX) -- "The gaming industry is a harsh environment in which to start and to grow a business. It's risky, hits-driven, and traditionally receives minimal support from governments, banks, incubators, and most modern institutions devoted to nurturing new companies. How then does one survive and, ultimately, thrive? Thursday, April 5, 2012, the 4th Annual MIT Sloan Business and Gaming (BiG) Conference will gather industry insiders, independent developers, gaming enthusiasts, venture capitalists, attorneys, academics, and students from across MIT and other top-tier colleges for a day-long exploration into the business side of the gaming industry." MIT BiG is being held on the MIT Sloan campus in Cambridge, MA the day before PAX East -- one of the country's largest events celebrating gaming culture -- which takes place in Boston, making it convenient for participants to attend both conferences.
MULTI-STAKEHOLDER SIMULATION AND GAMING ENVIRONMENT FOR A FUTURE RESOURCE ECONOMY IN SPACE - 0 views
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"The high cost of launching resources from the Earth's surface is a significant barrier to future long- duration human space exploration. A future resource economy in space may allow resource production, processing, storage, and transportation at distributed locations, but will have many stakeholders with var- ied and potentially competing objectives. Simulation games provide a medium for communication and learning richer than papers or linear presentations by combining the technical capabilities of simulation models with human interaction. Building on technology powering military wargames, federated simulation architectures such as HLA-Evolved use independently-developed simulation models connected over a dis- tributed network of computers. This paper presents an approach for developing a multi-player simulation gaming environment where human players take on roles of organizations or government agencies within scenarios designed to address the design and operation of a resource economy in space. The game design addresses the number of players, time advancement, level of abstraction, scenario selection, and other de- cisions based on past simulation games in the domains of military-political, educational, disaster response, and business-management games. Future research will focus on evaluating game executions to analyze human decision-making under various scenarios. Quantitative analysis of decisions using game logs com- bined with qualitative analysis of interviews and surveys will contribute to strategies for a future resource economy in space."