"The app world is becoming cluttered. The best launch initiatives are those that involve choosing strategic partners, creating clever story angles that dovetail with newsworthy occasions, and running a cause marketing campaign and contest. This case study will cover some of these tactics and offer some of the lessons we learned along the way."
"This is just a friendly reminder that early bird registration for the Games+Learning+Society (GLS) Conference ends in 1.5 weeks. This year, we reduced the student and teacher rates significantly. Early bird regular registration is $350, while it is a mere $50 for students and PK-12 teachers."
UW-Madison, June13-15, 2012
From the abstract: "Traditionally, the tasks associated with
game AI revolved around non player character (NPC) behavior
at dierent levels of control, varying from navigation
and pathnding to decision making. Commercial-standard
games developed over the last 15 years and current game
productions, however, suggest that the traditional challenges
of game AI have been well addressed via the use of sophisticated
AI approaches, not necessarily following or inspired
by advances in academic practices. The marginal penetration
of traditional academic game AI methods in industrial
productions has been mainly due to the lack of constructive
communication between academia and industry in the
early days of academic game AI, and the inability of academic
game AI to propose methods that would signicantly
advance existing development processes or provide scalable
solutions to real world problems. Recently, however, there
has been a shift of research focus as the current plethora
of AI uses in games is breaking the non-player character AI
tradition. A number of those alternative AI uses have already
shown a signicant potential for the design of better
games.
This paper presents four key game AI research areas that
are currently reshaping the research roadmap in the game
AI eld and evidently put the game AI term under a new
perspective. These game AI
agship research areas include
the computational modeling of player experience, the procedural
generation of content, the mining of player data on
massive-scale and the alternative AI research foci for enhancing
NPC capabilities."
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."
"we
can highlight the relationships between the different
motivational and value aspects associated with cool
products. By understanding these factors, we can
better design for cool,"
"If you're a fighting game fan, you'll have seen the videos. Street Fighter producer Yoshinori Ono and his Tekken equivalent, Katsuhiro Harada, at the San Diego Comic Con, battling it out over a series of ridiculous competitive tasks."
"As the third annual video gaming PAX East expo wrapped up its final day at the Boston Convention and Exhibition Center yesterday, the president of its producer, Penny Arcade, said the event "has taken over the city like never before."
"The U.S. government has hired a California-based company to hack into video game consoles, such as Xbox 360 and PlayStation 3, to watch criminals, especially child predators, and learn how to collect evidence against them."
"If you saw some odd costumes wandering the streets of Boston this past weekend, chances are they were en route to a games-related event (I'm talking about you, Anime aficionados). The one I attended, MIT's Business in Gaming conference, contained more suit-clad attendees than outlandish hairdos and capes (thank goodness)."
"Sam Anderson, critic at large for The Times Magazine, wrote this week's cover story on stupid digital games. He has most recently written for the magazine on Haruki Murakami and on the theme park called Dickens World. Some readers seemed irate that you described these games as "stupid.""
Abstract: "Commissioned by the campus Office of Admissions, we have built a series of three campus tour and orientation games over the past academic year with undergraduate student project teams. Based on well-established game industry practices we followed an iterative agile process with Scrum and managed to avoid many classical pitfalls in game development. While we achieved some measure of success, in post-project analysis, it becomes obvious that our process would have benefited from the heavy emphasis of "users" in the User-Centered Design (UCD) methods. In this position paper, we propose that the serious game development community continue to critically analyze the results from the UCD projects to benefit from its lessons, well-understood good practices, and development paradigms."
"Game design and development programs often include a final project or capstone course
as a means of assessing the cumulative theory, processes and techniques learned by
students through the program or department's curriculum. While these courses are
prevalent in programs around the world, there has yet to be a study of how, why, and to
what end these courses are designed and run. We review the literature on capstone
courses, discuss the findings of a long-form survey administered in early 2011, and
propose a set of framing questions for the design and implementation of capstone
courses. Survey findings include common goals of capstone courses, make-up of faculty
teaching these courses, the support obtained and desired for the courses, the technologies
used to create capstone projects, the methods of project management used in the courses
and the expectations of faculty teaching the courses. These results can serve as a baseline
for faculty and administrators looking to develop or improve their game design and
development curricula."