In response to the success of the first edition ofFoundation Game Design with Flash, Rex van der Spuy has revised and updated all the code to meet current programming best practices, and the focus is now on accurate ActionScript 3.0, regardless of the IDE that you use.(book preview in Google Books)
"a method for the automatic generation
of virtual players that adapt to the player skills; this is done by
building initially a model of the player behavior in real time during the
game, and further evolving the virtual player via this model in-between
two games."
"This paper explores the distinction between operative and resultant actions in games, and proposes that the learning space created by a serious game is a function of these actions. Further, it suggests a possible relationship between these actions and the forms of cognitive load imposed upon the game player. Association of specific types of cognitive load with respective forms of actions in game mechanics also presents some heuristics for integrating learning content into serious games. Research indicates that different balances of these types of actions are more suitable for novice or experienced learners. By examining these relationships, we can develop a few basic principles of game design which have an increased potential to promote positive learning outcomes."
"In cross-functional teams, team performance depends on how skillfully function managers carry out the
cross-function coordination of team members' complementary expertise and activities. In this paper, we
argue (i) that function managers' coordination skills develop in part through the coordination experience
gained from interacting with managers from other function, (ii) that coordination experience has general
and firm-specific dimensions, and (iii) that coordination experience leads to better team performance.
Using data on development teams in the electronic games industry, we show that coordination experience
and its general and firm-specific components have a positive impact on the commercial success of
electronic games, and that this effect is robust to tests for omitted variables and reverse causality. Our
results have implications for the theory of learning and coordination in teams and for the practice of team
design in project-based organizations."
Q. So you designed the game and programmed it yourself? A. I did all of the art and background, I programmed the levels, I did the music, the timing. I outsourced the programming to a company in New York. I pretty much did everything I could possibly do except the raw coding itself.
This year, the video game turns 40. Let's call it an occasion to spend a few more hours in front of our TVs, the place where it all started. In 1951, some 12 million television sets were in existence and Ralph Baer, a television engineer at Loral Electronics, wondered what extracurricular tricks...
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."
"three aspects of game design are investigated to see how they relate to the design of successful games.
Firstly, how players learn or come to understand something while playing a game. Secondly, how designers can ensure
players remain motivated to play the game. Lastly, how both education and motivation should be considered from the
perspective of gameplay."
Electronic Arts Inc. and NCAA Football announced that Richard Mancuso and Clint Oldenburg will join the EA Sports NCAA Football development team as a part of the inaugural EA Sports NCAA Football fellowship, a sixteen-week full-time, paid opportunity for former football student-athletes to apply their skills and knowledge of the sport to the development of the NCAA Football videogame.
12th Annual Game Developers Choice Awards to Honor Missile Command/Tempest Creator Dave Theurer With Pioneer Award, First Amendment Lawyers Ken Doroshow and Paul M. Smith With the Ambassador Award. Theurer to be Recognized for Creating Classic Arcade Titles that Paved the Way for Shooters; Doroshow and
"we implemented
eight tutorial designs in three video games of varying complexity
and evaluated their effects on player engagement and
retention. The results of our multivariate study of over 45,000
players show that the usefulness of tutorials depends greatly
on game complexity. Although tutorials increased play time
by as much as 29% in the most complex game, they did not
significantly improve player engagement in the two simpler
games. Our results suggest that investment in tutorials may
not be justified for games with mechanics that can be discovered
through experimentation."
study of games used to increase mobility for elderly as well as "seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life."