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Innovation game. The phrase innovation game refers to a form of primary market research developed by Luke Hohmann where customers play a set of directed games as a means of generating feedback about a product or service. The research is primary because the data collected is gathered directly from customers or prospects and is intended to answer a specific research question. (Secondary research is data collected previously by others, usually through primary research, that may or may not address a specific research question.) “Customers” who play innovation games are commonly direct recipients or consumers of a specific product or service. In some cases, though, game players may be any person or system who is or would be affected by a product or service.

Innovation games are directed by a facilitator whose responsibilities include: explaining the game(s) to be played;controlling the pacing and tempo of each game;monitoring participation levels; and,managing time of the overall game-play event. Educational game. Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment. Educational games are games that are designed to help people to learn about certain subjects, expand concepts, reinforce development, understand an historical event or culture, or assist them in learning a skill as they play.

Game types include board, card, and video games. An educational game is a game designed to teach humans about a specific subject and to teach them a skill. As educators, governments, and parents realize the psychological need and benefits of gaming have on learning, this educational tool has become mainstream. Video games[edit] With the increase and availability of technological devises, there has been a shift in what types of games people play. Game based learning[edit] Game based learning (GBL) is a type of game play that has defined learning outcomes.

Origins[edit] [edit] Quest Atlantis. Quest Atlantis (QA) is a 3D multiuser, computer graphics learning environment that utilizes a narrative programming toolkit to immerse children, ages 9–15, in meaningful inquiry tasks (see QuestAtlantis.Org). Quest Atlantis combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. The project is unique in its goals to combine the best aspects of learning, playing, and helping, as a means to motivate and engage students. QA combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. It allows users to travel to virtual places to perform educational activities (known as Quests), talk with other users and mentors, and build virtual personae. Over the last five years, more than 65,000 children on five continents have participated in the project. See also[edit] References[edit] External links[edit] Quest Atlantis.

Game based learning. Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment. Educational games are games that are designed to help people to learn about certain subjects, expand concepts, reinforce development, understand an historical event or culture, or assist them in learning a skill as they play.

Game types include board, card, and video games. An educational game is a game designed to teach humans about a specific subject and to teach them a skill. As educators, governments, and parents realize the psychological need and benefits of gaming have on learning, this educational tool has become mainstream. Video games[edit] With the increase and availability of technological devises, there has been a shift in what types of games people play. Game based learning[edit] Game-based learning (GBL) is a type of game play that has defined learning outcomes. Origins[edit] [edit] Every Day The Same Dream. Plot[edit] Gameplay[edit] The game gives the player simple controls, only enough to walk left or right using the arrow keys and interact using the spacebar.[6] Using these limited controls, the gameplay encourages the player to "subvert the limitations of the world" however possible until the narrative changes.[7] Critical Response & Analysis[edit] Interactive Experience[edit] Some find the label "game" unfit for this work, offering "interactive experience" as a more accurate definition.[8][9] Interactive Media and Design[edit] Gamasutra hosts an article discussing the importance of the game as an example of an interactive medium's capacity "to offer experiences that passive media can't possibly Interactive Media and Meaning[edit] The game demonstrates how an interactive work can convey meaning "every bit as effectively as linear media, perhaps even more so Traditional Analysis[edit] Soundtrack[edit] Pedercini originally produced a soundtrack consisting of "crappy drones [on] an electric guitar.

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The Path (video game) It is inspired by several versions of the fairy tale Little Red Riding Hood, and by folklore tropes and conventions in general, but set in contemporary times. The original Windows version was released on March 18, 2009 in English and Dutch. The player can choose to control one of six different sisters, who are sent one-by-one on errands by their mother to see their sick grandmother. The player can choose whether to stay on the path or to wander, where wolves are lying in wait.[8] The game begins in an apartment. The player is shown six sisters to choose from and is given no information about them other than a name. The player is given control of the girl, and is instructed: "Go to Grandmother's house and stay on the path.

" As the player explores, they find various items scattered around. It is not required to find the Wolf. When the player enters Grandmother's house, the style of gameplay changes. Robin is the youngest sister and the more traditional Red Riding Hood. Serious game. A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics.

[citation needed] Definition and scope[edit] Serious games are simulations of real-world events or processes designed for the purpose of solving a problem. Although serious games can be entertaining, their main purpose is to train or educate users, though it may have other purposes, such as marketing or advertisement. Serious game will sometimes deliberately sacrifice fun and entertainment in order to achieve a desired progress by the player. Overview[edit] The term "serious game" has been used long before the introduction of computer and electronic devices into entertainment.

Other authors, though, (as Jeffery R. A serious game is not a simulation alone. History[edit] Advergames. Games for Change (G4C) -- home. Avant Game. Chore Wars :: Latest News from Sunhouse Party. QUAKE LIVE. FelixFortunat | Foldit. Urgent Evoke - A crash course in changing the world.