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Stewart Butterfield,
Tiny Speck / Glitch
MMOs have always been about deep experiences and gameplay that extends over weeks, months and even y...
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MMOs have always been about deep experiences and gameplay that extends over weeks, months and even years. They are the beloved realm of many a hardcore gamer, but even the all-time biggest successes in the genre have never broken out of a perceived gamer niche status.
MMOs are incredibly expensive and mind-bogglingly difficult to make. Their complexity is enormous, no matter how "simple" the intended design. And after all that, it's hard to even say they are "risky" because the rate of product/development failure is so close to 100%
But the worlds of gaming and technology are changing at a breakneck speed and new opportunities are emerging. In this lightening fast session Stewart Butterfield will describe how these massive shifts are opening the door for developers to create new games that are widely accessible, deeply immersive and community driven. He will demonstrate Glitch, the new game from his startup games studio Tiny Speck, and highlight ways that these changes are playing into its ongoing development.
Gaming / Gaming Culture API, gaming, Social Games
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Curtis Silver,
GeekDad
Geeks have known about the "game layer" all their lives, some of us even live there. So, t...
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Geeks have known about the "game layer" all their lives, some of us even live there. So, the importance of game play as a tool for teaching kids comes as no surprise to geek moms and dads. Whether it's role-playing, board or video games they are an important part of how we interact and bond with our children. From D&D to Portal, we've been learning through game play all of our lives.
Join the writers of GeekDad.com (named by Time Magazine as one of the top 10 parenting blogs) and GeekMom.com as they explore using the game layer to help raise kids:
* Do kids still enjoy a good game of D&D?
* Should I use a game-layer with chores, homework, or other responsibilities?
* Should I worry about my kids use of social media based games?
* whatbis the future of family game night?
Gaming / Gaming Culture Games User Research, Geeks, kids & teens
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Jennifer Roit,
TERP Corps
Apple's touchscreen changed the way we interface we computers.
Google's algorithms changed the way w...
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Apple's touchscreen changed the way we interface we computers.
Google's algorithms changed the way we search information and look at advertising.
Facebook changed the way we view social networks.
Twitter changed the way we view government officials.
Nintendo changed the way we game by introducing the Wii console. Or did it?
The Wii console certainly changed the way interact with video games, but how much did it change the way we interact with other humans while gaming? Interacting with a screen seems to be the default format. Even while playing with another person, you are facing the screen. Games without technology, such as LARPing, and large scale flash mobs such as Improv Everywhere’s MP3 Experiment are low on tech but high on face to face human interaction. Clearly there is a market technology that serves as a tool as opposed to a substitution for socializing.
Wouldn’t it be great if there were an app for that?
Gaming / Gaming Culture Games, interaction, performance
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Nicole Lazzaro,
XEODesign, Inc.
Visit the average workplace and if it were a zoo the humane society would protest! The environment a...
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Visit the average workplace and if it were a zoo the humane society would protest! The environment and organizational principals fail to provide the basic mental furniture for workers to focus attention, motivate, collaborate, and accomplish. No wonder so many struggle with getting things done. Likewise most user experiences fail by ignoring the same simple fact: human’s require emotions to decide.
Ignored by usability testing and gamification, neuroscience now proves that emotion deeply connects decision making and performance. XEODesign's research shows that players most appreciate four primary emotions from social interactions such as amici to coordinate and drive engagement and viral distribution.
The next challenge for social media and game design are features that create social emotions. This session reveals the secrets on how Facebook and iPhone games such as Farmville, Angry Birds, and Tilt World leverage four emotions to drive engagement with the emotions between friends.
Gaming / Gaming Culture emotion design, Engagement drivers, Game Design
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Rajat Paharia,
Bunchball
What do Playboy, Chiquita and USA Network's Psych all have in common? They all use gamification to e...
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What do Playboy, Chiquita and USA Network's Psych all have in common? They all use gamification to engage their customers, increase participation, spark viral growth, and ultimately drive meaningful business value. We’ll learn how Playboy’s Miss Social application on Facebook turns young women into the generals of their own armies, competing every month to win the coveted title of Miss Social. We’ll explore the world of Chiquita Bananas, and how in collaboration with the movie “Rio” they created an interactive campaign that encouraged the entire fan community to work together to unlock prizes. Finally, we’ll examine USA Network’s strategy of building cross-platform loyalty programs for TV shows, and how they’ve been able to increase page views, time on site, and viewership. Join us for this fast-paced deep dive into successful gamification programs, measurable results, and ideas that you can apply to your own products.
Gaming / Gaming Culture Case Studies, Engagement, gamification
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Sarah Arvizo,
Wonacott Communciations
Everyone is familiar with the severe consequences identity theft can have, especially in light of re...
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Everyone is familiar with the severe consequences identity theft can have, especially in light of recent breaches in online security of well-known corporations. In order to facilitate game production in a fluid and safe manner, it is essential that both developers and consumers are aware of solutions that can prevent the loss of users’ precious financial information.
Brian Parlotto, senior vice president of gift card and digital content at InComm, which generated nearly $13 billion in retail sales of prepaid goods in 2010 and works with Zynga, Nexon, Twitpay, Xbox Live and dozens of other high profile gaming companies, will provide critical information on the global and rapid adoption of alternative, non-credit card-based payment options in the online gaming market. Along with the help of fellow panelists, Brian will provide real world examples that show how adopting these options can help build player loyalty and trust by protecting them from fraud.
Gaming / Gaming Culture online, Prepaid, Security
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Mollie Allick,
CrowdFlower
Second Life introduced virtual workers to virtual compensation. Meanwhile, crowdsourcing companies l...
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Second Life introduced virtual workers to virtual compensation. Meanwhile, crowdsourcing companies like CrowdFlower introduced real workers to real compensation. But what happens when these worlds collide?
Today, workers are willing to do real work for virtual compensation just as much as they are willing to work for cold-hard cash. In this presentation Lukas Biewald, Founder of CrowdFlower, and Philip Rosedale, founder of Second Life and Coffee and Power, discuss the merging incentives of the crowd worker. What is the essential driving force for workers to accomplish tasks for real or virtual work? What does the crowdsourcing worker want more in exchange for their work- real or virtual compensation?
Gaming / Gaming Culture crowdsourcing, currency, gaming
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Cindy Poremba,
Kokoromi
We've drawn together a group of the most well respected and active designers in the field to guide p...
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We've drawn together a group of the most well respected and active designers in the field to guide participants through the process of designing games for documentary that people actually want to play. Bring your early ideas, initial concepts, and works-in-progress, and we will work with you to evaluate and develop your documentary or non-fiction videogame.
Gaming / Gaming Culture documentary, Games, interactive documentary
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Adam Kleinberg,
Traction
As any parent using a potty chart to train their two-year old can tell you, there is great power in ...
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As any parent using a potty chart to train their two-year old can tell you, there is great power in the notion of gamification—the application of gaming principles into non-game experiences. It has been proclaimed that if the last decade was the “Decade of Social” that we have now stepped into the “Decade of Games.” Game mechanics and game dynamics will be everywhere. They will motivate the masses. They will move mountains.
The hype is palpable. But if gamification is really helping, then why have so many brands found their forays into the game layer to be miserable failures?
What have they done wrong? What have their successful counterparts done right? How can you avoid the hype and embrace the help of gameification?
In this presentation, I will show examples of the good, the bad and the ugly when it comes to brands gamifying experiences to meet their business objectives.
Gaming / Gaming Culture game mechanics, gameification, gamification
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Ashley Lipton,
Zynga
From its very early days, Mark Pincus always encouraged Zynga employees to "Build the company y...
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From its very early days, Mark Pincus always encouraged Zynga employees to "Build the company you want to work for." This commitment to developing a collaborative culture has dramatically shaped everything Zynga does. One expression of this culture is the creation of Zynga.org — an employee led program that utilizes virtual items in Zynga games to raise money and awareness for causes employees believe are important.
Though still in its infancy, Zynga.org, and its employees, partners and players have already raised more than 10 million dollars for non-profit organizations. Together, Zynga players have fed starving children, supported the construction of schools in Haiti, provided relief after earthquakes and floods, and helped rebuild damaged ecosystems after oil spills. And, incredibly, all of this has been achieved through play.
In this presentation, Marcus will discuss how Zynga.org began, what it means to Zynga’s employees and players, how it has evolved, and what lessons we have learned about making philanthropy social.
Gaming / Gaming Culture gaming, philanthropy , social good
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James Ashcraft,
GMD Studios
Interactive storytelling is an overused buzz term but in the real world gamers have been putting the...
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Interactive storytelling is an overused buzz term but in the real world gamers have been putting themselves in the story right from the beginning.
And no where is that process more exciting to watch than in Las Vegas poker rooms where the art of bluffing can make you a millionaire or leave you begging in the street.
Its no surprise then that the same player who gets a thrill from putting it all on the line with a busted flush shares many of the same traits that make for a successful raider on World of Warcraft
And when online poker began in 1991, it only accelerated the process of hardcore gamers discovering the excitement of poker. These days many of the highest earners in poker come with their own gaming pedigree. In this panel we'll discuss how nerds made poker their own and how the new breed of interactive storytellers can learn valuable lessons from them in the creative art of stretching the truth.
Gaming / Gaming Culture gaming, interactive storytelling, poker
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Anne Richards,
No Crusts Interactive
A few thoughts about grown-up games vs. games for kids:
* Left 4 Dead and Harry Potter both encoura...
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A few thoughts about grown-up games vs. games for kids:
* Left 4 Dead and Harry Potter both encourage cooperative skills.
* Collecting data for a science project might be a lot more fun if kids used FourSquare to do it.
* Plants vs. Zombies and Scribblenauts both teach trial and error, a key aspect of the scientific method.
* With a few tweaks, Words with Friends could be a highly social way for teens to practice SAT words.
We tend to think of children’s games as existing in an entirely different sphere than titles for casual and core gamers. At its heart, however, great games are about compelling design and an engaging experience, whatever the audience.
Too many children’s developers find themselves handcuffed by educational requirements, producing “chocolate-covered broccoli” that may satisfy parents and teachers but turns kids off in the process. In this session, we’ll challenge designers to delve into their own grown-up media library to find new inspiration for all their design projects.
Gaming / Gaming Culture Children's, Design Principles, Games
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Brandon Schmittling,
Cluster Media
Each Summer, thousands of people of all ages and interests participate in local variations of the al...
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Each Summer, thousands of people of all ages and interests participate in local variations of the alternate reality game known as "Journey to the End of the Night", a free, non-sponsored, community-supported race through the streets of major metropolitan cities. The rules are simple but the outcome is anything but: Players travel between checkpoints as fast as they can while avoiding being caught by chasers. Those who survive are rewarded while those who are caught become chasers themselves. Based on the successes of SFZero's model of collaborative gaming, Journey to the End of the Night has grown into an international cultural phenomenon and continues to fascinate new players year after year.
This panel brings together game organizers from the EU and both coasts of the United States to discuss the motivation, planning, and concept development behind each Journey, the need for mass-culture events free of mainstream influence, use of mobile gaming technology, stories and unique insights from the field, and what has been learned from more than 20 combined years of planning and executing this unique alternate reality game.
Gaming / Gaming Culture alternate reality games (ARG), Culture-Business Intersections, DIY
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Anthony Goldbloom,
Kaggle
Crowdsourcing big data might sound like a randomly generated selection of buzz words, but it turns o...
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Crowdsourcing big data might sound like a randomly generated selection of buzz words, but it turns out to represent a powerful leap forward in data science. Turning data science into a sport, with mathletes and real-time leaderboards, turns out to be the most effective way to extract all the value from a data set. This session will explore the reasons why this is the case, using case studies from the fields of astronomy, sports ratings systems and tourism forecasting.
Gaming / Gaming Culture Big Data, crowdsource, data science
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Nadya Direkova,
Google
What design patterns will make your users actively engaged in an online community? This session will...
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What design patterns will make your users actively engaged in an online community? This session will highlight the most effective game mechanics patterns used in social games and social applications. We'll discuss the design of systems involving gifts, guilds, reputation, influence, etc. The session will draw from case studies from real companies. It will highlight the metrics required to establish and fine-tune the system of social incentives.
Gaming / Gaming Culture game mechanics, gamification, Social Networks
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Kristi Essick,
Canaan Partners
Social games aren’t just about watering your flowers or feeding your pet now. Today’s social gam...
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Social games aren’t just about watering your flowers or feeding your pet now. Today’s social games take the massively-multiplayer formula to social networks like Facebook, bringing millions of hardcore gamers together to duke it out or flesh out fantasy lives. Companies like Zynga made social gaming huge among casual gamers, but Kabam showed that hardcore gamers also love the social model. In this session, hear from one of the leading investors in social games, as well as the CEO of Kabam, to find out what’s next in the world’s collective addiction to social games.
Gaming / Gaming Culture Facebook, Social Games, Zynga
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Catherine Geanuracos,
New Economy Campaigns
How do you build a commercially successful game while encouraging healthy behavior, respecting kids...
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How do you build a commercially successful game while encouraging healthy behavior, respecting kids’ developmental abilities, and navigating complex questions of revenue generation? I’ll look at some successful and not-so-successful kids’ mobile games, and propose an ethical framework for the game development process. I’ll explore these issues through a detailed case study of game development.
Gaming / Gaming Culture children, marketing ethics, Mobile Games
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Salvador Becerra,
AnswerLab
The digital space is game changing with the proliferation of gaming elements influencing consumers' ...
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The digital space is game changing with the proliferation of gaming elements influencing consumers' adoption and engagement with products and services. Assessing and improving the experience within your digital environments calls for metrics and research beyond usability.
We highlight a case study of how Electronic Arts incorporated a holistic UX approach within their agile mobile-game development and how a creative user-research approach established a benchmarking framework to measure and assess future product development.
Agenda:
1) Examples of gaming elements that are driving global and social change
2) Key differences and similarities when assessing a digital experience through usability and playability
3) Electronic Arts' UX practices within mobile gaming
4) Establishing a research framework for assessing gaming development
5) Effectively communicating the ROI
Gaming / Gaming Culture Mobile Gaming, User Experience Research, user research
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Ashley Lipton,
Zynga
With media constantly growing and innovating to create advanced and exciting new platforms, it is ea...
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With media constantly growing and innovating to create advanced and exciting new platforms, it is easier than you might think to make the leap from more established forms of media like television to new forms of media, like social games.
In this discussion, Christy Marx will share the career path that led from creating the enduring animation series Jem to designing and writing games for Zynga. Christy will share the process behind creating Jem and the Holograms, the new legacy of Jem being introduced to today’s children, and key learnings from her experience working with entities such as toy companies, publishers, animation studios and game companies. In addition, Christy will discuss her experience writing transmedia properties and provide her unique perspective of creating games that depend upon social connections.
Gaming / Gaming Culture design, gaming, television
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Laura Hoffman,
Pulld Inc.
Still think gaming is for boys only? Women are massively transforming the gaming market, developing...
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Still think gaming is for boys only? Women are massively transforming the gaming market, developing breakthrough story-lines, and titles, and entering and leading the professional ranks like never before. The question on the table: is this just the tip of the iceberg, or a passing fad? This discussion will answer this question and show how top game developers from Zynga, Xbox and others are riding the wave and planning for the future. Bring your POV and join the fray.
Gaming / Gaming Culture Entertainment, gaming, women
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Kris Sharbaugh,
IGN Entertainment
There is no question in our minds that eSports is the next major sport that will be followed by mill...
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There is no question in our minds that eSports is the next major sport that will be followed by millions of people. Competitive gaming originated in the classic arcades of the 80s and 90s, but as the new generation has shifted to the internet to be entertained online, eSports is increasingly becoming one of their favorite pastimes. Gone are the physical requirements to become an athlete. Mental agility and strategic thinking are now the ruling attributes of the virtual world. Matches can happen 24x7, and this will help create a true global phenomenon where geographic boundaries and language are no longer the constraints to become the best. The accessibility of eSports combined with the ever increasing numbers of people logging online to find their entertainment has helped eSports grow into a true industry – which means a bounty of opportunities for game publishers, brands and most importantly – fans – to get in the game. Video games are now at a level where being a successful professional player requires constant practice and commitment – and its pros deserve a payday that one day rivals other professional sports stars with millions of fans. We’ll introduce the noobs in the room to eSports and where it is today, and we’ll look at why and how eSports can become the next major internet phenomenon and create an all-new class of sports celebrities.
Gaming / Gaming Culture gaming, internet culture , Online gaming
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Sloane Berrent,
Lippe Taylor
Come to this action-oriented panel with industry leaders to dig into the practices (digital and othe...
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Come to this action-oriented panel with industry leaders to dig into the practices (digital and otherwise) that not only impress consumers/individuals but propel them to take action in gaming. We will emphasize the truly actionable/impactful part of consumer engagement around an issue in addition to the social benefit.
We will explore all audiences (i.e. not just millennials) including non-traditional and growing segments of moms and boomers while also identifying what actions work/do not work, what causes trigger the most action, and where we see the industry going.
Case studies will include recent gaming examples from the Gaming For Change conference and games within Zynga, UN Food Programme, and Half The Sky (Facebook game launches in Feb/March 2012).
Gaming / Gaming Culture gaming, mobile, social good
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Justin O'Kelly,
GameSpot
Social network gaming took off in the last three years with the advent of Farmville and many other t...
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Social network gaming took off in the last three years with the advent of Farmville and many other titles, leading to more complex experiences such as Empires & Allies and CivWorld. Now the most successful concepts from social gaming are being ported over from the ‘casual’ world to the core gaming space, while more and more casual and social games are adopting features to attract a more traditional video game audience. In the process, old misconceptions about video game players will be swept away, and ultimately the market will unify.
In this panel we will discuss the idea that instead of core and casual or social gamers being treated completely differently, this line needs to be blurred. We will also look at the most important games provoking this shift away from the segregated approach and how all we really need is a great, addictive game.
Gaming / Gaming Culture Casual gaming, Core games, Social Games
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Tuba Kocaefe,
BALLOU PR
Looks like Lara Croft might be out of a job, & the Trix rabbit might have known something we did...
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Looks like Lara Croft might be out of a job, & the Trix rabbit might have known something we didn’t when he said “Trix aren’t for kids”. Video games are no longer just for children’s playtime anymore, as they are now being marketed to adults as a recruiter, hotel concierge, a means of overcoming post-traumatic stress disorder, & more. To give a few examples: Century 21 is reaching potential customers by working with virtual world mobile game developer NGMOCO’s “We City” by offering players branded buildings and giving bonuses for watching videos. Hotels such as the Ritz Carlton are extending their concierge services virtually through FourSquare with tips on local destinations & landmarks. Furthermore, the military is using reality-based video games to help prepare recruits for the mental horrors of war, help train them for the real thing & even help prevent cases of PTSD in soldiers. The next generation of online marketing is upon us.
Gaming / Gaming Culture Military, psychology , Video Game
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Martine Paris,
Electronic Arts
How do rock star community managers keep fans engaged on a deep emotional level and rabidly sharing ...
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How do rock star community managers keep fans engaged on a deep emotional level and rabidly sharing brand experiences throughout the day, day after day, across social channels for AAA success? The video game industry knows something all consumer brands should. Feed fans content they crave and they'll love you for it. From incenting creative fan features to producing live blockbuster events, this session presents industry's best practices for getting beyond like.
Gaming / Gaming Culture Facebook, fan monetization, video games
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Jon Stookey,
Designkitchen
As a strategist at an interactive agency, I often feel betrayed by my formal education and contend t...
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As a strategist at an interactive agency, I often feel betrayed by my formal education and contend that I learned more from video games. In a sense, my parents were right. Video games were doing something to my brain. But it was more positive imprint than the surmised wholesale rot. Games like Contra taught me lessons I still use everyday: problem solving; perseverance in the face of obstacles; collaboration; and the strategic use of ‘shortcuts’ at critical junctures. This is an analysis of the games from our Gen X/Gen Y youth—from Contra to Zelda—and an observation on how the simple mechanics in those games are re-emerging as a playbook for the gamification of everything from the social layer to customer loyalty programs. This is also a hypothesis and a projection of the game mechanics that will imprint the Millennial generation and beyond…and how they’ll affect gamification in the future. Finally, what can we learn from video games that will make the educational process in this country suck less? What mechanics can be injected into the system to create a new generation of thinkers we need to move the interactive industry forward in the next 15 years.
Gaming / Gaming Culture education, gamification, video games
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Marina Kobayashi,
Electronic Arts
In SXSW 2011's "Games User Research: Oh No! You're doing it wrong" we discussed games user...
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In SXSW 2011's "Games User Research: Oh No! You're doing it wrong" we discussed games user research and the basic tenets of doing it right - 1) doing it at all, 2) using the right tool for the job, and 3) what works well. For SXSW 2012, this talk will take a step back and ask how does one get into the games industry, and once there, how can a games user researcher be most effective.
Gaming / Gaming Culture game development, Games User Research, user research
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Paul Brady,
Consort Partners
Casual games are versatile and adaptable in their forms of demographics, monetization, branding and ...
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Casual games are versatile and adaptable in their forms of demographics, monetization, branding and more. And, in the era of smartphones and tablets, games most importantly rule when it comes to their attraction across all consumer platforms. Games prove constantly to be one of the most widely used applications on the Web, social networks, mobiles and tablets – mobile games are the most popular app category (Nielson Group), 84% of tablet users play games (AdMob) and social gamers are expected to grow to over 68.7M in 2012 (eMarketer). And, with the proliferation of connected devices (smartphones, tablets and IPTVs) we have yet to see how this is changing the landscape and ongoing potential for games. It is also still a question as to how these growing platforms and devices alter consumer choices and experiences in terms of what, when, where and how they play games. Attendees will hear from industry experts in the mobile/tablet, social networking, games and media industries about how the emergence of new platforms is changing the landscape of each industry, while creating new monetization and user engagement opportunities across the board.
Gaming / Gaming Culture Games, mobile, social
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Yasemin Sussman,
Voce Communications
Today’s video game developers and publishers are faced with a shift in the industry around hardcor...
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Today’s video game developers and publishers are faced with a shift in the industry around hardcore and casual games. It’s impossible these days to ignore casual games with companies like Zynga and Facebook. The question remains: how do you bridge the gap between the causal and hardcore audiences? And how do you choose what platform is best? Learn how developers are utilizing platforms such as PlayStation Vita, PlayStation 3 and the PlayStation Network to find a balance by creating both casual games with hardcore elements as well as hardcore games with social connectivities. PlayStation will also discuss why developers are turning to a platform like PlayStation Home to create more hardcore games, looking at the recent launch of Sodium 2: Project Velocity, for example. Hear from Sony Worldwide Studios VP, Scott Rohde, and PlayStation Home Director, Jack Buser, who will share insider knowledge around the shift that they are seeing and how PlayStation is able to adapt their approach to development.
Gaming / Gaming Culture Casual Games, Game Developers, Hardcore Games
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David Conover,
Connally High School
While the stereotype of the couch-potato teen-ager playing violent video games for hours on end stil...
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While the stereotype of the couch-potato teen-ager playing violent video games for hours on end still rings true for some, video games are rapidly maturing before our very eyes. In many schools, after-school programs and summer camps around the globe, youth as young as 9-years-old are learning how to design their own video games. These are not the next Halo or Gears of War but games about issues such as renewable energy, the environment, poverty, health and a variety of other meaningful topics. For educators, this is a great combination: not only do youth learn and increase their technology skills, making them more marketable for tomorrow’s work force, but they also learn about the world around them. Left brain meets right brain.
One such program, which features a Central Texas school district, an Austin educational non-profit and a global high-tech corporation, is teaching students about the important topic of energy conservation while the students learn what it’s like to be a game designer.
This panel includes a teacher and student from Pflugerville Independent School District, Skillpoint Alliance and Advanced Micro Devices. Come learn how game design is engaging students in education in ways never seen before and why this type of learning should be the wave of the future.
Gaming / Gaming Culture educational gaming, Game Design, game-based learning
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