Game Concepts
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Gaming Conceptz: Ecological concepts in a game

Gaming Conceptz: Ecological concepts in a game | Game Concepts | Scoop.it

Today I'll talk a little bit about Climate Game a game that I developed for a brazilian company named Games For Business (check out the english site here >> http://www.games4b.com). Games For Business works in the area of serious games, ...


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5 Ways to Make Your PowerPoints Interactive

5 Ways to Make Your PowerPoints Interactive | Game Concepts | Scoop.it

A great way to review new concepts is to create a Tic Tac Toe game slide in PowerPoint. In the example from a foreign language class to the right, images are used to represent new vocabulary.  However, this could be easily applied to other content areas as well: in a math class with formulas, in a history class historical figures or dates, in a science class with symbols from the periodic table...


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Baiba Svenca's curator insight, January 9, 2013 10:45 AM

How can you use PowerPoint interactively? Create games and play them with students.

Tips for creating Tic Tac Toe, Connect4 or Jeopardy games. The site also offers free templates for these games.

Pippa Davies @PippaDavies 's curator insight, January 9, 2013 12:46 PM

Some great ideas for teaching Powerpoint.

Monica S Mcfeeters's curator insight, August 29, 2014 6:24 PM

This link provides some great ideas for creating interactive games into your classroom.

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Gamification Myths Part 2: Game Mechanics are Being Misused

Gamification Myths Part 2: Game Mechanics are Being Misused | Game Concepts | Scoop.it
Because game designers cannot agree on what a game mechanic actually is, let alone what a list of possible game mechanics might be, the definition of these concepts continues to be open to interpretation.

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26 Elements of a Gamification Marketing Strategy

26 Elements of a Gamification Marketing Strategy | Game Concepts | Scoop.it
Games are everywhere.More and more businesses are using gamification to create brand awareness and drive user engagement.Gartner, In...

 

Whether you love the term or concepts of “gamification” or not, it’s clear that in a few short years, it has caught on.

 

“The term has entered the popular lexicon… as with most powerful tech neologisms, it’s probably not going anywhere, and no small part of its success is that it genuinely is the first viable term to encapsulate the concept of using game concepts outside of games. It has also hit the zeitgeist at the appropriate time.”


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The biological microprocessor, or how to build a computer with biological parts

The biological microprocessor, or how to build a computer with biological parts | Game Concepts | Scoop.it

Two decades have passed since the landmark paper of Adelman.  A major game changer has been the advance of synthetic biology, with novel concepts for bioengineering strongly based on systems theory. This led to trials for identifying, characterizing and standardizing biological parts useful for a general purpose computer. Major advances have been made in areas such as engineering of switches and logic gates, letting the dream of engineering a general Turing machine come close to reality. This dream is finally about our human superiority and rule over nature, making biocomputers one of the really exiting challenges in contemporary science, both in respect to engineering and ethics. We still face a couple of challenges before we will see biocomputers in our daily environment.

 

Novel concepts for Turing machines have been suggested, such as a deoxyribozyme based molecular walker, as this kind of machines have the ability to read and transform secondary cues. However, the general Turing machine requires the ability of erasing and writing of symbols. Recently, major advantages have been made in respect to genome wide codon replacement in vivo by applying multiplex automated genome engineering technology. This technology provides novel opportunities to implement a general Turing paradigm.

 

On this road we need to clarify whether the digital paradigm is in fact the best approach to molecular computing. The values of biological signals are typically analog, so we need to explore, if analog computing might be an alternative road to explore. In any case, we need to engineer signals, both as input and output with well-defined stable concentrations, thus do not fluctuate, and stable circuits. If we wish to use Boolean logic we need to be able to group signals in low expressed and high expressed. The engineering design of the logic gate based on the transcriptor mark the advances that have been made towards digitalization of signals and the engineering of clearcut thresholds.

 

Silicon computers have been a fruitful inspiration for the engineering of computing systems from biological materials. These engineered biological computers have some advantages over the silicon counterpart, as they can potentially self-organize and self-replicate. This has the potential to reduce engineering costs and efforts. However, the overall capabilities of today’s artificial engineered biological computers are still premature in many aspects in comparison to the silicon based one.

 

Today’s logic gates can only be concentrated for up to order 10 processing steps. The logic problems solved so far by biological computers are impressive, but also demonstrate the inferiority of such systems in comparison with their silicon counterparts, as they are still of relatively simple nature. These problems are both due to the novelty of the field, but also to system specific properties of the biological matter. Biochemical reactions have by nature often long reaction times. The input and output signals are of analog and not digital nature. Biochemical reactions are often in solution and not in all cases compartmentalized, which results in the lack of signal separation. Novel compartmentalization concepts, organizing signal transduction by binding mediators to a scaffold, might further contribute to signal separation.  Although these kinds of inert material properties might define the natural limitations for the engineering of biological computers, one might consider a change in the computing paradigm applied, in order to engineer more in coherence with these material properties.

 

The analog computer paradigm, which uses continuous values, might be interesting in this respect. Daniel et al. have recently published a paper exploring analog computing in living cells and demonstrate that synthetic analog gene circuits can be engineered to execute sophistical computational functions in living cells. Moreover, further improvement might be possible to advancements in biological engineering. Much of the work necessary is in line with standard quality insurance in biological experiments such as system stability and consistency under different conditions, system quantification, and identification of system imperfections. Examples of such experimental problems are: systems might be unstable due to transient transfections.

 

Moreover, cell populations might be not homogenous due to heterogeneity of gene copies, rate constants and stochastic effects. Furthermore, system measurements are potentially difficult in respect to measuring intracellular input levels.  Once experimental advances are made towards standardized and well defined parts, one of the major next engineering steps will be to combine the different units of the biological microprocessor to one complex system.

 

A challenge will be the spatial organization of such a complex system. Novel artificial scaffold systems might be necessary to develop for this purpose. Efficient manufacture methods might also be required. The emerging field of 3-D printing might provide novel ways for system engineering.  Further advancements in engineering of biological control units might be necessary for powerful integrated systems. Altogether, this will push biological systems closer to the level of complexity and problem solving power of silicon computers. Such an integrated system will have much more computing power and advances the problem solving capability. Evidence for the potential of the potential computing power of a biological system is provided by the capabilities of nature’s most powerful biological computer, the human brain.

 

Novel areas for development are on the horizon. Hybrids of electronic semiconductor and biological machines might be interesting to explore; playing on the initial discussed feedback loop between biology inspired engineering and engineering inspired biology. Some interesting research is going on in this area both in academic labs and in industry.

 

Several promising biocomposites have been developed, such as cells treated with silicic acid; DNA as a mediator that arranges fullerenes, golden particles and DNA-templated nanowire formation; and DNA metamaterials and hydrogels with memory. Another interesting device under development is IBM’s DNA transistor. This system controls DNA translocation through the nanopore. It is composed of a metal/dielectric/metal/dielectric/metal multilayer nano-structure built into the membrane that contains the nanopore. The function of this system is based on the interaction of discrete charges along the backbone of a DNA molecule with the modulated electric field to trap DNA in the nanopore with single-base resolution. DNA might be moved through the nanopore at a rate of one nucleotide per cycle. This could lead among other to a nanopore-based reading device.


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Opinion: XCOMs prove AAA game development is high-risk gambling - Polygon

Opinion: XCOMs prove AAA game development is high-risk gambling - Polygon | Game Concepts | Scoop.it
Opinion: XCOMs prove AAA game development is high-risk gambling Polygon It begins just prior to the start of work on the game, in 2006, offering a perspective on the creation of Take-Two's publishing arm, 2K Games, and how that led to the creation...
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X-MEN via Game of Thrones: Concept Artist Imagines 'THE ORDER OF X' - Newsarama

X-MEN via Game of Thrones: Concept Artist Imagines 'THE ORDER OF X' - Newsarama | Game Concepts | Scoop.it
Newsarama
X-MEN via Game of Thrones: Concept Artist Imagines 'THE ORDER OF X'
Newsarama
Concept artist and illustrator Nate Hallinan loves the X-Men - and clearly loves fantasy tropes as well.
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Saints Row IV Dev Diary Takes A Look At The Game's Story - WebProNews

Saints Row IV Dev Diary Takes A Look At The Game's Story - WebProNews | Game Concepts | Scoop.it
MTV.com
Saints Row IV Dev Diary Takes A Look At The Game's Story
WebProNews
Despite all the previous trailers focusing on nothing but insanity, Saint's Row IV will have a story.
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Who's your Competition?

Who's your Competition? | Game Concepts | Scoop.it

I'm sure all of us strategy guys get this all the time. How do we get competitor information? How do we confirm it? How do we spell-out risks and mitigation plans? How do we make plans around their weak points? What's our competitive strategy? How have we reverse engineered competition's strategy? Then the usual stuff around deep dives, war-game simulations, scenario planning and so on. I often feel another question should come first. Who's our competition?

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10 Steps to Game Planning Your Gaming Campaign

10 Steps to Game Planning Your Gaming Campaign | Game Concepts | Scoop.it

John Vaskis:  "Setting up a gaming crowdfunding campaign is easy. Creating a successful one that reaches its fullest potential takes some more effort though — think of it as the difference between beating Halo on Normal and Difficult."


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The Digital Rocking Chair's curator insight, March 28, 2013 2:07 AM

Good advice for anyone thinking of running a crowdfunding campaign.

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Top 10 Movie Plot Twists

Warning: Spoiler Alert! Duh... Woah, didn't see that one coming! Join http://www.WatchMojo.com and today we'll be counting down our top 10 favorite movie twi...
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How a Near-Death Experience in the Jungle Inspired a Blockbuster Zombie Game | Game|Life | Wired.com

How a Near-Death Experience in the Jungle Inspired a Blockbuster Zombie Game | Game|Life | Wired.com | Game Concepts | Scoop.it
Dean Hall turned an obsession with zombies into a blockbuster game. (A new zombie game that mimics what a real #shtf scenario (including just 1 life to play) might look like?...
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Concept Art from Cancelled 'The Avengers' Game Features Vision & the Skrull - Game Rant

Concept Art from Cancelled 'The Avengers' Game Features Vision & the Skrull - Game Rant | Game Concepts | Scoop.it
Concept Art from Cancelled 'The Avengers' Game Features Vision & the Skrull Game Rant Although many IPs and developers were able to land safely on their feet after THQ filed for bankruptcy and all of its assets were auctioned to the highest bidder,...
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7 tips for a Game-Based Learning success

7 tips for a Game-Based Learning success | Game Concepts | Scoop.it

Are you thinking of using games as a new way to develop eLearning content? Are you thinking of applying the theory of gaming in eLearning but you do not know how to?

 

Read more, a MUST:

http://elearningindustry.com/subjects/concepts/item/398-7-tips-game-based-learning

 


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GDC Vault - Attention, Not Immersion: Making Your Games Better with Psychology and Playtesting, the Uncharted Way by Richard Lemarchand

We use the words "immersive" and "engaging" all the time when we're discussing the things that are most important about great videogame experiences and yet, how well do we really understand the concepts that these words point to? Richard Lemarchand, lead game designer at Naughty Dog, will use this session to try and dispel some of the confusion about how videogames keep us fascinated, by introducing the psychological concept of attention to our ongoing conversation about play and games.


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Gamification: The Hard Truths

Gamification: The Hard Truths | Game Concepts | Scoop.it
Gamification -- or the use of game, loyalty and economic concepts to engage consumers and employees -- has its fair share of detractors. But good criticism should be grounded in facts and a shared desire to make the world a better place.
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How to Design and Playtest Your Game Concepts « Game-Based ...

How to Design and Playtest Your Game Concepts « Game-Based ... | Game Concepts | Scoop.it

The testers usually have a very different view of the game session than the designers have, so you probably need to do ask for ...


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The World Bank’s Robert Hawkins on Linking Technology Skills to Learning, a 21st Century Model | CREATIVE Magazine

The World Bank’s Robert Hawkins on Linking Technology Skills to Learning, a 21st Century Model | CREATIVE Magazine | Game Concepts | Scoop.it

Robert Hawkins, a strong advocate for integrating Information Communication Technology into education, shares his ideas with Creative Times about the development of a pedagogical model that combines ICT with learning to produce a 21st century work force. Hawkins is the Executive Producer of an online gaming program, EVOKE (www.urgentevoke.com), that is pushing and inventing boundaries for improved learning.

 

Set in 2020, EVOKE is an online crash course that challenges students to address future world crises, such as food and water shortages. Launched March 3, 2010, the ten week course enabled 20,000 players around the world to participate and develop innovative approaches to solving real global challenges using 21st century skills.

 

“The assumption that we’re making is that more time on task translates into more knowledge and skill acquisition,” said Hawkins who is also a Senior Education Specialist at the World Bank which developed EVOKE. “The evaluation shows that players spent quite a bit of time engaging with the content. We think this is partially due to the incentives inherent in playing a game and receiving rewards. If this mode of engagement develops the type of motivation in students to stick with a subject, then we think there is some positive learning and skill acquisition taking place as a result. Beyond the motivational factors that contributed to more time with the content, we also saw a great deal of peer learning and interaction through the mechanics of the social aspects of the game. In many instances, students learn and understand concepts better from their peers.

 

I think part of the success of EVOKE was that it was driven by a very compelling story. The narrative gave students the space to imagine alternative possibilities. I think that provoking students to think 10 to 20 years into the future cultivates the imagination and is critical to thinking about the possible, about students thinking of things outside of their day-to-day lives, being exposed to new perspectives. I think that the ability to imagine is the first step in doing and actually following through and creating something.”

 

Click headline to read more--


Via Chuck Sherwood, Senior Associate, TeleDimensions, Inc
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Monica S Mcfeeters's curator insight, March 22, 2013 10:08 PM

Great scoop! Take some time to read through this! Thanks for curating this article Chuck!

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12 Critical Mobile Monetization Concepts (Part 1 of 3) - Gamasutra (blog)

12 Critical Mobile Monetization Concepts (Part 1 of 3) - Gamasutra (blog) | Game Concepts | Scoop.it
12 Critical Mobile Monetization Concepts (Part 1 of 3)
Gamasutra (blog)
This series of blog posts will discuss 12 monetization concepts that can help you design monetization into your mobile application better.
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A foreign video game concept: making red tape fun - Boston Globe

A foreign video game concept: making red tape fun - Boston Globe | Game Concepts | Scoop.it
Boston Globe
A foreign video game concept: making red tape fun
Boston Globe
If you made a list of the subjects likely to make for a compelling video game, “bureaucracy” would not be near the top.
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The very best storytelling games to light your imagination on fire - io9

The very best storytelling games to light your imagination on fire - io9 | Game Concepts | Scoop.it
The very best storytelling games to light your imagination on fire
io9
Take an evening joking around with friends, add a pinch of D&D and a dash of Who's Line Is It Anyway?, and you've got some idea of what a story game is.
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Very cool post: Creating Games for Journalism - Learning - Source: An OpenNews project

Very cool post: Creating Games for Journalism - Learning - Source: An OpenNews project | Game Concepts | Scoop.it
Source - Journalism Code, Context & Community

 

'Video Games Let Readers “Play” a Story

 

Games are mock realities that, at their best, can make players feel an emotion more powerfully than any other medium. You are the on-screen actor, and you control the game’s plot through your actions. Having control means you’re responsible, within obvious bounds, for what happens in the game, so achievements, failures, consequences, and the emotions those come with, belong to you.

 

This feeling of owning consequences is what’s at play in a game called Sweatshop. It simulates the life of a sweatshop manager, and in the face of the daily pressures, the player’s moral compass begins to lose its bearing. Betsy Morais wrote, in her New Yorker piece about playing Sweatshop, that “as I continued to play, I began to skip past the interjections of a child worker who popped up at the bottom of the screen to plead for decent treatment. …The longer I played, the more each moving part—workers, children, hats—became abstracted into the image of one big machine.”...'


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Minecraft + Common Core Mathematics = Student Learning Environment

This section of the lab is dedicated to working with the CCSS for G4 Math. I am trying to incorporate in game mechanics with CCSS concepts. I will be hopeful...

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MIT Unleashes New Online Game for Math and Science

MIT Unleashes New Online Game for Math and Science | Game Concepts | Scoop.it
A group of researchers in MIT’s Education Arcade are trying to harness the power of MMO games to teach high school students to think like scientists and mathematicians.
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Concept Cars Belong in Video Games, not Auto Shows - Popular Mechanics (blog)

Concept Cars Belong in Video Games, not Auto Shows - Popular Mechanics (blog) | Game Concepts | Scoop.it
Popular Mechanics (blog)
Concept Cars Belong in Video Games, not Auto Shows
Popular Mechanics (blog)
Two concept cars were revealed today. The first is Opel's Monza Concept, which—like most show vehicles—will exist in reality.
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