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Playing Games Can Build 21st-Century Skills. Research Explains How. As anyone who’s ever spent hours hunched over Candy Crush can attest, there’s something special about games. Sure they’re fun, but they can also be absorbing, frustrating, challenging and complex. Research has shown our brains are “wired for pleasure,” and that games are an effective way to learn because they simulate adventure and keep our brains engaged and happy. But what exactly do we learn from them? In an era consumed with teaching 21st-century soft skills, are games any good at building critical thinking or collaboration skills? The answer is likely yes, but, much like games themselves, it’s complicated.

“What you'll find from the research is that it's very much dependent on, ‘under certain types of conditions, certain types of skills seem to be developed,’” explains game designer and theorist Katie Salen, a former executive director at the nonprofit Institute of Play. On a Quest A decade ago, Salen helped design and open a Manhattan middle school with a unique proposition. UX Research Cheat Sheet. User-experience research methods are great at producing data and insights, while ongoing activities help get the right things done. Alongside R&D, ongoing UX activities can make everyone’s efforts more effective and valuable.

At every stage in the design process, different UX methods can keep product-development efforts on the right track, in agreement with true user needs and not imaginary ones. One of the questions we get the most is, “When should I do user research on my project?” There are three different answers: Do user research at whatever stage you’re in right now. The chart below describes UX methods and activities available in various project stages. Each project is different, so the stages are not always neatly compartmentalized. The important thing is not to execute a giant list of activities in rigid order, but to start somewhere and learn more and more as you go along. When deciding where to start or what to focus on first, use some of these top UX methods. Discover Explore. Video Game Art Styles. Alto’s Adventure Alto’s Adventure is very much a casual game, but we were also keen to add a little soul and sensitivity to the mix in a way that’s not normally seen within the genre.

This meant establishing a lighthearted tone without resorting to being overly bright or cartoonish. It was important that all aspects of the game’s environment and characters felt grounded, as though they could be just a small part of a much larger world with it’s own history and culture. The visuals were also informed by a desire to optimise for mobile and play to the strengths of the platform. This involved stripping away unnecessary details and fussy textures, freeing us up to focus instead on the underlying form and composition. The game’s dynamic lighting and weather also allowed us to explore a range of contrasting colour palettes to add some variety and intrigue to the game, as well as enhancing the overall level of ambience and immersion. - Harry Nesbitt. Video Game Art Styles. How to apply a design thinking, HCD, UX or any creative process from scratch — Digital Experience Design. How to apply a design thinking, HCD, UX or any creative process from scratch This how-to article aims at providing designers, creative thinkers or even project managers with a tool to set up, frame, organise, structure, run or manage design challenges, and projects: The Double Diamond revamped.

The Double Diamond revamped In order to do so, I have come up with an own and a revamped version of the Double Diamond process. In case, you are familiar with the British Design Council’s Double Diamond, IDEO’s human centred design ideology or’s Design Thinking process you might be familiar with the majority of approaches, steps and tools in the following paragraphs of this article. Understanding people According to Don Norman, the human centred design process starts with a good understanding of people and the needs that the design is intended to meet. Chilli Con Carne and the Double Diamond …tweak the original recipe to your own needs and taste… Point of departure and basics. Games and Learning | Through coverage of the market, research and up-to-date analysis, Games and Learning reports on the opportunities and challenges facing those seeking to unlock the educational power of games. Ontdek de fabrikant Bordspellen Afdrukken van hoge kwaliteit voor Bordspellen Afdrukken bij

Deze producten of leveranciersresultaten zijn vertaald voor uw gemak met behulp van vertaaltools. Als u een suggestie heeft over de resultaten van onze vertaling kunt u mailen, help ons te verbeteren. Alle product- en leveranciersinformatie in de ta(a)l(en) anders dan het Engels die zijn weergegeven op deze pagina is informatie van automatisch vertaald door de taal-vertaaltool. Als u een vraag of suggestie heeft over de kwaliteit van de automatische vertaling, kunt u mailen naar (e-mailadres). en zijn relaties wijzen hierbij uitdrukkelijk alle garanties, expliciet of impliciet, en enkele aansprakelijkheid voor eventuele schade voortkomend uit of in vertrouwen op auto-vertaalde informatie of veroorzaakt door een technische fout van de taal-vertaling tool, af. ASAPS home. A brief history of video games (Part I) - Safwat Saleem. Pong Story has a lot more details about how video games evolved over the past few decades: Golden age of arcade games on Wikipedia has a comprehensive list of games considered to be part of the that group.

Anita Sarkeesian's Tropes vs. Women in Video Games is really informative. Nintendo first became available in July, 1983. Here's an article written in typical style and wit by the Onion. The best free cultural & educational media on the web - Open Culture. The Gamer 1 - Read The Gamer 1 Online. 1→10design, Inc. - Interactive Studio. De spelregels van gamification. "Gamification is the new game" kopt Adformatie deze week. Het gebruiken van spelmechanismen om gedrag te sturen, gamification, is een wereldwijde hype. Maar hoe werkt het nou eigenlijk? En misschien belangrijker, werkt het? Meester Gabe Gabe Zichermann, de gamification guru wiens Google Tech Talks massaal bekeken zijn, die ervoor zorgde dat het intranet van software ontwikkelaar SAP 4000% meer gebruikt wordt dan voorheen (ja hier staat echt vierduizend procent) en die staande ovaties krijgt op conferenties over de hele wereld, was in Nederland.

Hij gaf een kleinschalige workshop, om zo mensen te kunnen begeleiden bij het ontwerpen van hun eigen gamified-systeem. De opdracht: kies ‘iets’ wat je jouw doelgroep wilt laten doen. Direct resultaat Gamification geeft mensen een doel om naartoe te werken (ergens ‘master’ in worden). Foto met dank aan Fotolia. Waarde creëren Als iemand ergens veel moeite voor gedaan heeft, proberen zijn of haar hersenen dit als het ware goed te praten. Vier tips. Game events all over the world. The Joust Outliner. DQI. Writing a Business Plan. Daphne Bavelier: Your brain on video games. Indie Statik: A community for independent games. Techtravels. Avinash Maddi | Game Designer. Vocabador | Powerful Vocabulary. AvatarGeneration.

Tagxedo - Word Cloud with Styles., Oracle Education Foundation, Projects | Competition | Library. Dan doen we het zelf wel | Gameclowns | We take gaming seriously. De hele wereld klaagde over ‘het einde van Mass Effect 3’. De hele wereld? Het Utrechtse Digital Dreams bouwde een spel als antwoord. Wesley Akkerman Je staat als klein kind in de speelgoedwinkel. Je wil die Lego-doos met het politiebureau hebben. Maar je mams zegt dat je iets anders krijgt. De doos is even groot, maar er zit geen politiebureau in. Begrijpelijk, als je acht jaar oud bent. Nou, dat viel niet mee. Iedereen kwaad en onredelijk – behalve de Nederlandse ontwikkelaar Digital Dreams. Tot die tijd spelen wij liever het Hollandse alternatief. Je speelt als Milhail, een jongen met een lichamelijke conditie die ervoor zorgt dat je niet meer dagelijks al je vrienden, familie en kennissen kunt opzoeken.

In dit spel beslis je niet alleen over de indeling van je eigen leven, maar eigenlijk over dat van heel het dorp. ’s Nachts verander je namelijk in een soort vampier en kun je overleven door anderen te bijten. Features - The Designer's Notebook: Triple-A Games for Women? Seriously? There's a longstanding piece of conventional wisdom in the game business that women won't shell out big bucks for games. They might play small games or free games, but for most women, buying a triple-A console blockbuster for themselves is out of the question. I haven't done any research on the issue, but I'm pretty up to speed on our shibboleths, and I know that's what a lot of developers think. (Of course, women in the game industry spend money on games, but they're atypical.) Imagine my bogglement, then, when Brandii Grace informed me at the 2012 Game Developers' Conference that she is founding a company to make triple-A games for women.

I suppose I shouldn't have been so surprised; this is, after all, Brandii Grace we're talking about. She's still a big deal in the IGDA, too, having won their MVP award this year for setting up their events volunteers program. Still, you can't persuade women to buy triple-A games with composure alone. BG: I disagree! Prom Week. Daniel Solis. Change Job - Home. Fringe Gamer. Neonsplitz: Creativity with a clear target market | Illustrations2010. After Dark Studios Ltd - iOS Game/Application Developers. 6 Tips to Accelerate Word of Mouth Marketing through Social Media. Insurers Are Plugging Into ‘Gamification,’ But Are Only Beginning to See Its Potential. Published in Health Plan Week, April 23 issue, copyright © 2012 by Atlantic Information Services, Inc.

Reprinted with permission from Atlantic Information Services, Inc. If UnitedHealth Group had its way, all of its members would own a Microsoft Xbox video game system and would use it every day. While promoting video games might sound like a way to grow couch potatoes, UnitedHealth and several other major insurers are using concepts behind popular video games to promote wellness, encourage exercise and boost social interactions between people -- and ultimately improve health outcomes and lower costs. But health insurers have yet to harness the full potential of gaming for their members, says Kris Duggan, CEO of Menlo Park, Calif. "If you look at the health care industry in general, it's not the most terribly exciting of times.

"How can we take what is out there, like an Xbox Kinect, dance pads, Wii [and figure out] how can we use those technologies in a health or wellness type setting? " Gamification: Insights And Emerging Trends. Zombie Apocalypse, the Board Game | Wired Design. BRAINS! Zombies want them and Jeff Gracia has them. By day, Gracia is a software test automation engineer for Bose.

By night, he uses his (tasty) gray matter to deal with the unruly undead, along with the more pedestrian horrors of designing a board game, like production deadlines and shipping costs. On Apr. 22, Gracia raised $210,237 on Kickstarter to bring Zpocalypse to market. How did a humble engineer with no game-development or design expertise end up with a six-figure haul? Here’s the backstory: Game Night of the Living Dead The project started as a creative outlet. His first prototypes were crude black-and-white printouts and gameplay was a disaster, “Everyone died in a few minutes” admitted Gracia. Unfazed, he redesigned the rules. Gracia and Parks had a rule set and general design, but games live or die on artwork. The pair held a “design-off”, with the only prize being more unpaid work, goth glory, and a share of future revenues. Zombie Photoshop Dawn of the Designer. Eye For Games - BETA.

Serious Games

Walt Disney Imagineers Bringing Video Games To Life At Walt Disney World Resort. Companies. 4 Ways Your Business Can Avoid Being a Menace on Twitter. Curt Finch is the founder and CEO of Journyx, a company that offers time-tracking and resource management software. Connect with him and Journyx on Facebook and Twitter. Highbeam Research just updated its quarterly social media index, and according to the latest data, Twitter received 55.17% of total media attention in the first quarter of 2012, widening the gap between second-placed Facebook, which fell to 41.18%.

LinkedIn also dipped, registering just 2.23% overall. Naturally, every business wants a piece of the action on Twitter, but on a platform with that many eyeballs, every business better have a strategy first. From a company perspective, this initially makes sense. While a company may feel it is being innovative by reaching out to a new audience on Twitter, that same audience often feels that the business’s tweets are spammy, phony and even creepy.

To do that, here are four faux pas that companies should avoid, and some basic tips for crafting an approach that appeals to fans.

Game Biz

The Gaming And Liberty Daily. MindShift | How we will learn. MindShift explores the future of learning in all its dimensions. We examine how learning is being impacted by technology, discoveries about how the brain works, poverty and inequities, social and emotional practices, assessments, digital games, design thinking and music, among many other topics. We look at how learning is evolving in the classroom and beyond.We also revisit old ideas that have come full circle in the era of the over scheduled child, such as unschooling, tinkering, playing in the woods, mindfulness, inquiry-based learning and student motivation.

We report on shifts in how educators practice their craft as they apply innovative ideas to help students learn, while meeting the rigorous demands of their standards and curriculum. MindShift has a unique audience of educators, tinkerers, policy makers and life-long learners who engage in meaningful dialogue with one another on our sites. Contact the us by email. Amidos Entertainment. Games. Museum as Game Board – Natron Baxter Applied Gaming. This post is cross-posted on Mathias Crawford’s personal blog.

A couple weeks back I was invited to participate in a fantastic discussion at SFMOMA entitled Museums as Game Board. Held in conjunction with the museum’s inspiring ArtGameLab, I was joined on the panel by GlichLab’s Sarah Brin, Ian Kizu-Blair and Sam Levigne from Situate, Tom Russotti, an experimental art/game designer who was Skyped in from somewhere in Eastern Europe, and SFMOMA’s superlative Erica Gangsei, who also served as the moderator of the panel. Before an hour-long discussion (which will hopefully be available as a podcast at some point in the near future), panelists were invited to talk briefly about their work, and what they see as the intersections between games and museums.

Ever since my cover piece for Kill Screen last summer, I’ve been doing a lot of thinking about play in the context of a museum space, and so I was thrilled to get the chance to articulate some of my ideas. (Image via) (Image via) Ars Technica. The Creators Project | Meet the Creators. Hunicke sees new online frontier at Tiny Speck. Robin Hunicke's recently-announced move from Thatgamecompany to Tiny Speck comes at an interesting time for the Glitch developer, which just pushed its game back into Beta after just two months on the market. As founder Stewart Butterfield explains, the slower, steadier model of web service design to which the Flickr co-founder had been previously accustomed didn't translate well to the world of online games.

"We thought we'd be able to iterate our way to the promised land, and that wasn't the case," he tells us. "I think I didn't have enough experience in game design, and I think I was naive with respect to how much we'd be able to change it once we've launched. " How did Journey executive producer Hunicke get involved with the studio? It started with a casual trip to visit her friend Takahashi just after the birth of his new baby, and stopping by the studio, she found herself captivated by what she saw as its energy and potential. Microvolunteering. Skilled Online Volunteering.

MapAttack Turns Your City Into One Huge Gameboard. Game Design Resources. 5election - The International Coolhunting Magazine. Its Dangerous To Go Alone, Take This. Designing Memorable Experiences: Multimedia, Gamification and Serious Games Development | Good Gear Guide. The Weblog. Fri, 03/16/2012. Joost's Dev Blog. A Musical Journey: Austin Wintory on Composing thatgamecompany's Masterpiece. Jonathan Blow's The Witness is an Exercise in Symphonic Game Design. Michael Gallagher: More Than the Art of Video Games. Top 10 Video Game Consoles of All Time.

Glasses Fitted With Speakers & Scent Emitters Could Improve Your Social Life. Boing Boing.