Mobile Gaming & Tablet Conference/Exhibition Gain exclusive insights from the foremost thought leaders in mobile gaming today Creating effecting partnerships - Discuss the evolution of the mobile developer/publisher relationship, and how to forge mutually beneficial partnerships. Investigating FTP monetization- Hear latest best practice strategies for engaging FTP audiences that will enable increased opportunities to boost ROI on your game titles. since 2005) About this original series Learning Without Frontiers is a global platform for disruptive thinkers and practitioners from the education, digital media, technology and entertainment sectors who come together to explore how new disruptive technologies can drive radical efficiencies and improvements in learning whilst providing equality of access. Episodes of Learning Without Frontiers This is Learning Without Frontiers Learning Without Frontiers (LWF) is a global platform that facilitates the ongoing dialogue about the future of learning.
What is CrossFit? What Is CrossFit? Videos CrossFit is the principal strength and conditioning program for many police academies and tactical operations teams, military special operations units, champion martial artists, and hundreds of other elite and professional athletes worldwide. Our program delivers a fitness that is, by design, broad, general, and inclusive. Our specialty is not specializing. Combat, survival, many sports, and life reward this kind of fitness and, on average, punish the specialist. Save-the-Dates – 2013 MA Games Industry Calendar « Games Circle 2013 is here and the road ahead for game developers in Massachusetts has never been better! With 2012 behind us, it’s time to look ahead to all of the great local events coming this year. The first, Boston Indies Demo Night, happened this month along with the Global Game Jam. If you missed it, fear not! There are a plethora of additional events in the pipeline including: February:
Issue 1001, 2010 Diminutive Subjects, Design Strategy, and Driving Sales: Preschoolers and the Nintendo DS by J. Alison Bryant, Anna Akerman, Jordana Drell This article details the “user-centered” research process adopted to create Nintendo DS games for preschoolers and addresses how new titles for specific populations can be approached. We review the role of exploratory and formative research in game development for young audiences and provide findings and design tips from the laboratory and field. Fitness Games For The Xbox 360 Kinect: A Review I haven’t mentioned it much here, but I enjoy video gaming. Maybe a bit too much, it may be part of what has gotten me into such bad shape – sitting on the couch vegging out all the time. Well now, you can enjoy still enjoy playing video games, but get a workout while you’re at it! If you’re into video games at all you know that next week the Xbox team will be launching a new peripheral for the Xbox 360 that will allow controller free gaming, motion capture, video chat, voice commands and a host of other functionality. It’s going to be called the Kinect ($149.99).
Widening Access to Music With MIDIgrid Widening Access To Music Disabled and otherwise disadvantaged users, supported by imaginative teachers, therapists and community musicians have found many ways of using the remarkable musical "tool-kit" that goes by the name of "MIDIgrid". Here are just a few scenarios, with links to the support documentation that will help you try out these ideas for yourself: James, the new music teacher, has found that the school can boast few of the instrumental resources and skills necessary to to explore the simple improvisation ideas he was hoping to introduce to his eager young pupils. He makes it possible for more children to 'have a go' by creating instruments in MIDIgrid like those in the "Toast" grid. (See Example folder in the installation directory).
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The Gamification of Wellness « Healthy Community Networks For a full 80% of the population who don’t exercise – it’s just not fun! Hey, for some of us dutifully heading to our workouts – is that why we call them “work?” As gamification intersects every aspect of life, wellness can get into the “game” as well. Companies are realizing that “gamification” — using the same mechanics that hook gamers — is an effective way to engage people. Since the advent of videogames, skeptics have questioned their inherent value: why do players spend hours accruing virtual points working towards intangible rewards? Chalk it up to basic human behavior, which game makers have been trying to understand and appeal to for decades.
CARE HERE Home Page Care Here is a European Project funded under Framework V IST Key Action 1 supporting the programme for Applications Relating to Persons with Special Needs Including the Disabled and Elderly. The objective of our project is to empower children and adults with special needs, the elderly in long term care and people undergoing rehabilitation in hospital or at home, following for example stroke or brain injury. By giving them access to affordable, appealing and readily usable state of the art technology for the improvement of their physical and cognitive skills using feedback from acoustic and visual stimuli. We are concerned with the (re-)development of physical and cognitive skills by interaction with a responsive sound and visual environment: the improvement of motor control through direct and immediate feedback through the aural and visual senses.