serious-games 78
Blending Gaming With Historical Regional Themes | FUTURE-MAKING SERIOUS GAMES
september 2011 by tnaseem
There are almost 200 million consumers in the Middle Eastern region today, and more than 33 million of them are online, according to Internet World Stats. As one of the first lessons in Entrepreneurship is to find an underserved market and serve it, that's just what BreakAway Games and Quirkat have done!
serious-games
september 2011 by tnaseem
Walking Around, a new urban walking game - Vacuum
june 2011 by Vaguery
"Second - and here is what is novel, at least to me - is that there's a bonus structure in the game designed to award bonuses for when you have accomplished tasks. The first bonus award that I'm awarding myself looks at constructing a walk so that you make an orbit around the biggest possible chunk of territory; that is to say, repeated walks along the same path will get you zero bonus, but going out of your way on a detour will add to your score, and trekking through unfamiliar territory in a big loop is the best."
great-weird-ideas
gamification
serious-games
fitness
walking
diversity-as-boon
june 2011 by Vaguery
Gamification: Ditching reality for a game isn't as fun as it sounds. - By Heather Chaplin - Slate Magazine
april 2011 by tsuomela
"In a gamified world, corporations don't have to reward us for our business by offering better service or lower prices. Rather, they can just set up a game structure that makes us feel as if we're being rewarded. McGonigal goes even further. She talks about an "engagement economy … that works by motivating and rewarding participants with intrinsic rewards, and not more lucrative compensation." This economy doesn't rely on cash—rather, it pays participants with points, peer recognition, and their names on leader boards. It's hard to tell if this is fairy-tale thinking or an evil plot."
games
gaming
serious-games
social
behavior
marketing
advertising
april 2011 by tsuomela
Go LEEF
january 2011 by karllong
Learning and Entertainment Evolution Forum
learning
technology
conference
games
serious-games
january 2011 by karllong
Yakuza 3: A Serious Game | Mssv
december 2010 by jschneider
http://mssv.net/2010/11/14/yakuza-3-a-serious-game/
"In any other game, here’s the script: I’d beat up Nakahara, then beat up his underlings, and then trashed the headquarters. I’d make some powerful enemies, and spent the next few chapters dealing with them. Instead, Yakuza 3 has Kiryuu – who we know is fully capable of taking on Nakahara, sword or not – reason with him, and ultimately win him over. You don’t end up fighting Nakahara at all.
What delighted me about this (mostly computer-generated movie) sequence was not its impeccable camera work, direction, and voice acting. It was how it confounded my expectations of violence being the best – and the only – way of resolving this conflict; expectations that are reinforced with each and every game that seeks to paint the world in only black and white."
serious-games
Japan
"In any other game, here’s the script: I’d beat up Nakahara, then beat up his underlings, and then trashed the headquarters. I’d make some powerful enemies, and spent the next few chapters dealing with them. Instead, Yakuza 3 has Kiryuu – who we know is fully capable of taking on Nakahara, sword or not – reason with him, and ultimately win him over. You don’t end up fighting Nakahara at all.
What delighted me about this (mostly computer-generated movie) sequence was not its impeccable camera work, direction, and voice acting. It was how it confounded my expectations of violence being the best – and the only – way of resolving this conflict; expectations that are reinforced with each and every game that seeks to paint the world in only black and white."
december 2010 by jschneider
Media Awareness Network (MNet) | Home (Canada)
october 2010 by grudknows
"Resources and support for everyone interested in media literacy and digital literacy for young people. To learn how to get the most out of the tools and resources on this site, visit our help section and our site map."
media
teachers
parents
media-issues
research
educational-games
serious-games
initiatives
lg21c
october 2010 by grudknows
The Interactive Skills Integration Scheme (ISIS) | CCI
october 2010 by grudknows
The ISIS program is a two year industry development project modelling the interplay of interactive media expertise with ‘non-entertainment’ industry sectors. Drawing on the advice and input by a highly skilled and knowledgeable ‘Industry Expert Group’, the ISIS team will review the current international landscape and explore how Australia can situate itself to best capitalise on future opportunities through research, integrations, student placements and mentoring.
interactive-skills
gaming
games-industry
interactive-media
serious-games
health
defence
education
lg21c
october 2010 by grudknows
Duolingo: Learn Languages for Free!
october 2010 by jschneider
via Luis vonAhn #RSWebSci talk 2010-09
language-learning
serious-games
october 2010 by jschneider
PowerUp the Game
september 2010 by grudknows
# Save Planet Helios from ecological devastation!
# Exciting, 3D, action-strategy game
# Meet new friends
# Download and Play for FREE
serious-games
education
learning
environment
# Exciting, 3D, action-strategy game
# Meet new friends
# Download and Play for FREE
september 2010 by grudknows
Serious Games for Social Change - 50 Games | Accredited Online Colleges.com
september 2010 by grudknows
"As a college student, you might think that all computer games are meant for procrastinating and letting off steam. But these computer games are especially designed to teach you about social issues, from public health to the environment to human rights to poverty. Here are 50 serious (but still fun) games for social change."
learning
education
serious-games
flu
food
food-safety
HIV
AIDS
nutrition
bacteria
floods
natural-disaster
diabetes
activism
community
leadership
copyright
free-culture
news
homelessnes
poverty
politics
human-rights
september 2010 by grudknows
Games for Change (G4C) -- home
september 2010 by grudknows
Games for Change (G4C) provides support, visibility and shared resources to organizations and individuals using digital games for social change. This is the primary community of practice for those interested in making digital games about the most pressing issues of our day, from poverty to race and the environment. We are the social change/social issues branch of the Serious Games Initiative.
serious-games
education
games
learning
simulations
september 2010 by grudknows
Stop Disasters - game that helps you learn about management and preparation for natural disasters
september 2010 by grudknows
A disaster simulation game from the UN / ISDR - Each scenario takes between 10 and 20 minutes to play, depending on the disaster you are trying to prevent and your skill level. There are five scenarios to play, and each can be played on easy, medium or hard difficulty levels. The core audience is 9-16 year old children, but anyone can play and enjoy the game, and everyone will learn more about preventing disasters. This is a single player game, but groups of children in a classroom environment can play collaboratively and discuss the best course of action to take. Additional learning material for students and teachers is available in the ‘Information’ section of this web site. We have created additional resources for teachers and encourage schools to play this game as a classroom exercise. Why not suggest it to your teacher at school?
learning
sustainability
education
serious-games
games
environment
natural-disasters
bush-fires
simulation
lg21c
september 2010 by grudknows
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