SCVNGR’s Secret Game Mechanics Playdeck | TechCrunch
Guide To This Document: This list is a collection of game dynamics terms, game dynamics theories that are interesting, useful and potentially applicable to your work here at SCVNGR. Many of them have clear applications within the SCVNGR game layer (progression dynamic, actualization), many of them don’t… yet (status, virtual items). Many of them are just interesting for your general education on game dynamics theory (epic meaning, social fabric of games). Many of these game dynamics concepts are well known and are sourced from all over the internet and from researchers such as Jane McGonigal, Ian Bogost and Jess Schell and articles on gamasutra (which I highly recommend reading). Others are used exclusively internally here and won’t make any sense outside of HQ. Along with a link to this document, you will have received these dynamics in a set of flash cards. Please memorize those. If you’re on the engineering / game-design team you can access our internal game dynamics visualizer (with the most up to date dynamics) through your account. Download the SCVNGR app for iPhone& Android (if you haven’t already) and start playing. Find places where these game dynamics exist or places where you could implement them by building on the game layer using our tools, or others.
The 22 rules of storytelling, according to Pixar
On Twitter, Pixar storyboard artist Emma Coats has compiled nuggets of narrative wisdom she’s received working for the animation studio over the years. It’s some sage stuff, although there’s nothing here about defending yourself from your childhood toys when they inevitably come to life with murder in their hearts. A truly glaring omission.
Here’s the Real Reason There Are Not More Women in Technology – Forbes
In the past, technology jobs were viewed by women as populated by men in basements, working alone, as an organ of the computer. Harvey Mudd’s President, Maria Klawe compiled her own research and offered a more substantive explanation, “We’ve done lots of research on why young women don’t choose tech careers and number one is they think it’s not interesting. Number two, they think they wouldn’t be good at it. Number three, they think they will be working with a number of people that they just wouldn’t feel comfortable or happy working alongside.”
But, in today’s world, those views are officially over. Technology careers are interesting, women are great at it, and they get to work alongside extraordinary men and women. Being technology illiterate just doesn’t cut it anymore. It can’t when so many more job functions require so much more technical know-how.
That’s my point. It’s not just that we have to encourage more women into technology related jobs; it’s that we need to show all women as Intel’s CIO Kim Stevenson put it to me, “the impact a technical background can have on a woman’s career, and the economic potential that accompanies it.” Stevenson, agreeing with Bates adds, “Often women don’t understand what options are available in tech fields – and that stops them.”
Engineers are cold and dead inside, research shows • The Register
The computing students, once gender effects had been eliminated, actually came out basically the same as medical and caring types: they had turned out to be normal, warm, caring human beings. It was in fact the physics-based classical engineers who were dead inside.
Obviously many Reg readers would fall more into the computing group, and as such need not fear that others find them cold, detached and emotionless.
We’re aware that we also have many readers in the physics-based professions, but we needn’t worry about them as they obviously won’t care what anyone thinks of them or be able to see why they should
The Document: ‘A Bill of Rights and Principles for Learning in the Digital Age’ – Technology – The Chronicle of Higher Education
‘A Bill of Rights and Principles for Learning in the Digital Age’
The document, drafted by a dozen educators brought together by the MOOC pioneer Sebastian Thrun, proposes a set of “inalienable rights” that the authors say students and their advocates should demand from institutions and companies that offer online courses and technology tools. (See a related article.)
Workshop 18-CoGames – CTS 2013
SCOPE AND OBJECTIVES
The video game industry has grown from being a small industry that produces products mostly for young boys to a huge industry targeting the whole population. The development of video games is by definition a multi disciplinary process involving several professions, ranging from artists to engineers. The AAA game titles produced today require rather large teams with a high level of competence (technology, programming, networks, architecture, etc.), creativity and skills. Compared to traditional software development, game development is characterized by rapid changes of hardware, high performance requirements, and software requirements that are unstable and hard to predict. Video games are also used for other purposes than pure entertainment, e.g., for education, training, exercising, and simulation. In addition, game developers are focusing more and more on games where players must collaborate to achieve goals in the game. Collaborative games introduce challenges for the game developers to handle technical issues, performance issues, network issues, distributed environments, sharing of information, and heterogeneous networks and devices. Further, collaborative games open new areas and applications for games to be used for new purposes that can benefit from more than just being fun. As players expect that games can be played anywhere, the integration of mobile gaming, hand-held and online-gaming on PDAs, smartphones, consoles and PCs is becoming ever more important. This integration introduces new challenges and leads for new opportunities.
Scale of Universe – Interactive Scale of the Universe Tool
Values At Play
Values at Play™ investigates how designers can be more intentional about the ways in which they integrate human values into their game-based systems.