Playing With the Monster: How to Build a Successful Trans-media Project Rating: 5.0/5 (1 vote cast) Art of Crime developed a total cross-media strategy from scratch AND designed the whole platform for a trans-media expansion BEFORE launch. Their test launch last year showed a unique potential, and the Scandinavian MMO launch this summer has proven it is scalable now with over 80 thousand Crimevillains and hundreds joining every day. But hey! It all sounds easy on paper. How do you really create monetizable production and distribution pipelines, artwork and 40 characters that fit all platforms?
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?How can computer games be designed to be usable and enhance learning? 100 Search Engines For Academic Research by TeachThught Staff General Need to get started with a more broad search? These academic search engines are great resources. ResearchGate Access over 135 million publication pages and stay up to date with what’s happening in most professional fields.
The Miracle Mile Paradox ARG by Transmedia LA Rexford Higgs, in the video above, is just one of many characters with which you will be able to interact as if they were real people in The Miracle Mile Paradox, an alternate reality game (ARG) set in a historic neighborhood of Los Angeles. The game will run for 14 weeks this summer and will be playable both online and in real life for free! It's simple! All the "in game" characters like Rex will have websites, Facebook pages, Twitter accounts, even phone numbers, which you can read, follow and call as you discover pieces of the story. Think of it as an alternate world that overlaps with the real one that's a bit, shall we say, more dangerous & dramatic? Often times, there will be puzzles and things to figure out in order to reveal a new piece of the story.
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 Related subjects » Artificial Intelligence - Database Management & Information Retrieval - General Issues - HCI - Image Processing
How New Platforms, Streaming Media Change the Equation for Indie Filmmakers Traditionally, there were three main types of distribution for the work of independent filmmakers: theatrical, broadcast and straight to DVD. Most filmmakers hoped for a combination of all three. But everything has changed. The digital online world has opened up new avenues of distribution including video on demand, live streaming, and mobile and tablet applications. Indie filmmakers are harnessing these digital forms of distribution to increase their audience and maintain control of their film, but the “how and where” their film is viewed, the financial recovery of production costs, and their eligibility for awards all factor into their choices.
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. The project is intended to engage children ages 9–16 in a form of transformational play comprising both online and off-line learning activities, with a storyline inspiring a disposition towards social action.
Online screening: Journey To The End Of Coal A project powered by Klynt Editing & publishing app. Journey To The End Of Coal tells you the story of a sacrifice. A sacrifice millions of Chinese coal miners are making everyday, risking their lives and spoiling their land to satisfy their own country’s appetite for economic growth. Your journey begins in Datong which is located just a couple hours away West from Beijing. You travel from there all around the region and visit its major coal mines, from the “best” state-owned complex to the worst private coal plants. In and around the coal mines, you get the story first hand from the mingong, the rural migrants traveling their country looking for work.
Michael Gove speaks to the Royal Society - The Department for Education Accessible Media Player by Nomensa The timeline slider below uses WAI ARIA. Please use the documentation for your screen reader to find out more.