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Terry Elliott

The Philosophy Of Game Development By The Numbers | TechCrunch - 0 views

  • So other than confirming the obvious, the crux of this exercise is to realize that nothing actually guarantees the achievement of ideal average player lifetimes, retention rates, virality and ARPDAUs. The best a gaming company can really do is set up internal processes and pipelines, such as the ones below, that give it the best shot at producing a game with ideal metrics: Rapid prototyping and play testing: This is critical for quickly gauging the potential retention of a proposed game design before full-fledged work is to start on it. Many game designs are just not worth the effort of taking to fruition. Extensive A/B testing: Robust, extensive A/B testing throughout the life cycle of a game is very important because even minor bumps in analytics have a directly measurable effect on profitability. Pipeline for frequent updates: A reliable pipeline to deliver frequent content updates is a must-have in the bid to prolong average player lifetimes. Once a gaming company commits to a game, it needs to consistently perceive the game as a work-in-progress. Big-name gaming companies are already following the aforementioned fundamental tenets in their production pipeline – it’s more often the smaller studios which persist with informal methodologies. That’s bad practice because instead of facilitating the smaller studios to catch up, it exacerbates the gap between the big and small fish over time. As the mobile gaming market continues to spew riches for the foreseeable future, it is imperative that modern day game developers structure their entire operations around the fundamentals of data analytics instead of trying to fit a metrics-based veneer over introverted, blind game development. Their jobs are basically to create digital entertainment products that activate the maximum possible number of highly viral users on a daily basis for the longest sessions. Nothing more, nothing less.
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    Really how analogous programming and teaching are. But not in the sense we are programming our students. More like we are programming ourselves with the ideas of fast prototyping/testing, A/B testing, and frequent updates.
Michael Weller

Can Schools Cultivate a Student's Ability to Think Differently? | MindShift | KQED News - 0 views

  • A mashup of democratic and project-based learning would enhance the characteristics that lie at the heart of the entrepreneurial mindset. Zhao envisions schools that combine three essential elements: a freedom-based, non-coercive environment (as can be found at England’s democratic Summerhill School); enhanced project-based learning opportunities (such as those offered at New Technology High in Napa, California); and interaction with the larger world (as practiced by a program that allows students at the Cherwell School in Oxford, England, to collaborate with students at the Gcato School in Eastern Cape, South Africa).
    • Michael Weller
       
      These might be three principles to consider in my own work to make my classroom more democratic.
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    "A mashup of democratic and project-based learning would enhance the characteristics that lie at the heart of the entrepreneurial mindset. Zhao envisions schools that combine three essential elements: a freedom-based, non-coercive environment (as can be found at England's democratic Summerhill School); enhanced project-based learning opportunities (such as those offered at New Technology High in Napa, California); and interaction with the larger world (as practiced by a program that allows students at the Cherwell School in Oxford, England, to collaborate with students at the Gcato School in Eastern Cape, South Africa)."
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