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Game Developers Conference

https://www.gdconf.com/

play think learn » Thesis In 2007 I completed my PhD thesis, enitited ‘An Investigation into the Potential of Collaborative Computer Game-Based Learning in Higher Education’. My research questions were: What is the rationale for using computer games in Higher Education? Animex International Festival of Animation & Computer Games Foyer, Europa Building, Teesside University, Middlesbrough Animex Workshops give you access to some of the most highly respected artists in the animation and games industry, giving you a unique opportunity to meet and learn from the best. Workshops are suitable for the 16+ audience and do not require prior knowledge.

Foundations of Digital Games 2013 FDG 2013 is the 8th International Conference on the Foundations of Digital Games. Recent past conferences were held at: Raleigh, North Carolina, USA 29 May — 1 June, 2012 Conference proceedings Bordeaux, France 28 June — 1 July, 2011 Conference proceedings Monterey, California, USA 18–21 June, 2010 Conference proceedings On-board the Disney Wonder cruise ship 26–30 April, 2009 Conference proceedings Entry Form AEAF Awards Entry Deadline 30 May Entries are invited for these categories: Commercials Animation - Commercials VFX - Feature Films Animation - Feature Films VFX - Web Viral - Titles & Openers for TV and Feature Film - Idents - Short Film - Music Video - TV Series - Student - Games Cinematics - Education & Infographics - Live Event Visual Effects. GOLD - SILVER and BRONZE awards will be given for the top three entrants in each category. For the criteria and entry rules click Entry Criteria You are welcome to enter any projects that were completed between 1 January 2014 and 30 June 2015 (that have not been entered in previously). ENTRY INSTRUCTIONS To enter your projects, please follow the instructions below and fill in the fields that follow.

Learning by Playing. Game-based Education System Design and Development This book constitutes the refereed proceedings of the 4th International Conference on E-learning and Games, Edutainment 2009, held in Banff, Canada, in August 2009. The 56 revised full papers presented together with three related workshops were also held jointly and selected from a total of 116 submissions from 25 different countries. The papers are organized in topical sections on interactions in games, simulation and animation, digital museum and digital heritage, game design and development, social and cultural issues, storytelling and narrative in education, game-based learning/training, VR-based education/training, vision and imaging technology in games, educational robot and toy, and augmented reality in education/training. Content Level » Research

Game design Game design is the design of games. It is the art of elaborating rules to facilitate interaction between players, for playful, educating or simulation purposes. Game design can be applied to different media, such as board games, card games, casino games, role-playing games, video games, war games or to itself, an example of metadesign. It is scientifically underpinned in game theory. Baur, Wolfgang. Freeplay Freeplay is Australia’s longest-running and largest independent games festival, located in Melbourne, Australia. Freeplay draws Australia’s independent game community together at its conference, public events program, arcade, and awards. The festival joins players, makers, critics, artists, academics, and students for a critical celebration of the artistry of games and digital culture.

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.

Immersion (virtual reality) The name is a metaphoric use of the experience of submersion applied to representation, fiction or simulation. Immersion can also be defined as the state of consciousness where a "visitor" (Maurice Benayoun) or "immersant" (Char Davies)’s awareness of physical self is transformed by being surrounded in an artificial environment; used for describing partial or complete suspension of disbelief, enabling action or reaction to stimulations encountered in a virtual or artistic environment. The degree to which the virtual or artistic environment faithfully reproduces reality determines the degree of suspension of disbelief. The greater the suspension of disbelief, the greater the degree of presence achieved.

Michael Gove speaks to the Royal Society - The Department for Education Michael Gove speaks to the Royal Society on maths and science Introduction Ladies and gentleman, I feel a little nervous in these surroundings. I am a journalist by profession, a politician by accident and a historian in my dreams. I am, therefore, in all too many ways, poorly equipped to address an audience of the nation’s most distinguished mathematicians and scientists. But, in advancing the argument I want to make today, history is perhaps more of an aid than it might at first appear. Cave automatic virtual environment General characteristics of the CAVE[edit] A CAVE is typically a video theater sited within a larger room. The walls of a CAVE are typically made up of rear-projection screens, however flat panel displays are becoming more common. The floor can be a downward-projection screen, a bottom projected screen or a flat panel display.

Topic: Serious Games Shipping on time by Gamasutra Community [04.03.14] "How do we, as obsessive, design happy, feature happy, develop happy engineers actually ship something?" This blog post explains -- in detail. Programming, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet Blog: The Unity Asset Store and the hidden cost of doing it yourself by Gamasutra Community [03.31.14] "One of the things that we often forget when developing a game, especially when you are an indie, is that everything has a cost.

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