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Gamification: Turning Work Into Play | h+ Magazine - 0 views

  • Professor Byron Reeves, who champions the adaptation of gaming technologies for the workplace.
  • David Helgason of Unity, a company that produces game development tools for the Web, mobile phones, and the Wii announced “The Year of Gamification” on the Unity blog
  • gamification is the application of game technology and game design outside “gamespace” and the acceptance of games in non-gaming sectors.
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  • Quartier Saint-Blaise, a model of Paris that allows people to navigate through proposed urban planning projects
  • The use of game design techniques is an important part of what you call ‘gamification.’
  • pure interaction
  • They did some very large experiments teaching kids with Sim City and The Sims — just playing the games. But these games are extremely rich in knowledge and structural understanding. You can communicate an understanding of a society and how a society works.
  • In education, you have these terms. One is what you can remember in a multiple choice test right after you learn, and then how much you remember a week after, a month later, and the third is how well you can apply this knowledge in a completely different area. It turned out that retention was pretty good, but the application of this knowledge was very stron
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    "Gamification is the application of game technology and game design outside "gamespace" and the acceptance of games in non-gaming sectors"
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Transmedia Storytelling and Alternate Reality Games - 1 views

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    Good conceptual breakdown.
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National Broadband Plan - 0 views

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    The FTC/FCC are looking into cloud computing and consumer privacy protection. Their findings could pose to be a game-changer for cloud computing and the collaborative web.
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World of Warcraft in Higher Education - 2 views

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    I'm preaching to the choir with this one.
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Confessions of an Aca/Fan: Archives: Transmedia Storytelling and Entertainment -- A Syl... - 1 views

  • We now live at a moment where every story, image, brand, relationship plays itself out across the maximum number of media platforms, shaped top down by decisions made in corporate boardrooms and bottom up by decisions made in teenager's bedrooms.
  • The result has been the push towards franchise-building in general and transmedia entertainment in particular
  • A transmedia story represents the integration of entertainment experiences across a range of different media platforms. A story like Heroes or Lost might spread from television into comics, the web, computer or alternate reality games, toys and other commodities, and so forth, picking up new consumers as it goes and allowing the most dedicated fans to drill deeper.
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  • Both the commercial and grassroots expansion of narrative universes contribute to a new mode of storytelling, one which is based on an encyclopedic expanse of information which gets put together differently by each individual consumer as well as processed collectively by social networks and online knowledge communities.
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    This is a post from Jenkins' blog that contains course info/syllabus for a new course he is running at USC (Fall 09). His blog contains many references to and discussions about the concept of 'transmedia'
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    What us the course level for this class?
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