Investment into the education sector has become a hot trend...
This is a book about decision making in the absence of perfect information. In particular, it analyzes decision problems in a competitive environment where conflicting interests exist, and uncertainties and risk are involved. For the reader who is interested in the applications of the theory of games of strategy to military, economic, or political problems, or to decision making in business, operations research, or the behavior sciences, it will prove a most rewarding study.
It's all about the Gamification Examples & Case Studies Below is a list of gamification examples and cases with ROI (Return On Investment) stats and figures, with many links to the case studies, so you can see for yourself the tremendous impact it is having on businesses. I want this list to focus on cases
The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games. In the first section, \"Lexicology, Localisation and Variation,\" chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. \"Player Interactions\" moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, \"Beyond the 'Text',\" scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies. With implications for meaningful game design and communication theory, Approaches to Videogame Discourseexamines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.
Your guide to essential game developer software. See what software is crucial for your quest to become a game designer
Chapter 1. Designing Game Mechanics Game mechanics are the rules, processes, and data at the heart of a game. They define how play progresses, what happens when, and what conditions … - Selection from Game Mechanics: Advanced Game Design [Book]
At AB Tasty, we’ve been organizing group research workshops in the form of innovation games since 2017. What started originally as “VIP days” naturally evolved into “user games” as we began using the…
Games for kids that teach emotional intelligence.
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For any gamification project, you’ll need to do research on players in order to determine what they require from the gamified system. Let's take a look at that.
Because of my previous post, I discovered a book called ‘The Art of Strategy’ by Dixit and Nalebuff. I had read their first book called ‘Thinking Strategically’ published in…
Some teachers may see video games as hampering students education, but mounting research shows positive links between games and academic performance.
Everything you need to know to write captivating stories. Ships to the UK only. Note: 3 months of Word Tag Video Game is a non-cumulative promotion limited to one per customer.
Gameful design must evolve to be an integral part of User Experience (UX) design, as a part of the whole product design process. Here is why!
Gamification: Create games, digital breakouts, digital escape rooms and more with Genially
How do you use games and gamification effectively? Here are some principles that will help you maximize efficacy
Here is an infographic that shares 4 key elements that go long way in imparting knowledge and skills effectively.
This post was originally posted on Video Game Insights blog.How much money do indie games make on Steam? Find out more on our free market re
The preliminary findings of a multi-year study across the state of Alabama seem to indicate that chess instruction may improve student performance, especially amongst younger students. The study, conducted by researchers at Tennessee Tech and the University of Alabama and in conjunction with the Alabama...
Dr. Henry explains how brain games are designed to drive structural & functional changes in your brain, leading to improvements in cognitive speed & accuracy.
Gaming technologies have become effective learning tools within education. Gamification has the potential to increase engagement using real-time feedback on learning activities, which allows students to reflect on their completion and retention of a learned activity. Gaming Innovations in Higher Education: Emerging Research and Opportunities is an essential reference work featuring the latest scholarly knowledge on the application of different gaming techniques within education to make learning activities more enjoyable and successful. Including research on a number of topics such as virtual laboratories, interaction media, and intrinsic and extrinsic motivation, this publication is ideally designed for academicians, researchers, and students interested in the benefits of providing an entertaining and intellectually-stimulating learning environment.
Unreal Blueprint Work I am starting to dig into blueprint. I do software development in Ruby and have done c++ and Java among other languages so programming doesn't worry me. I am trying to wrap my head around 3D specific concerns such as vectors, rotators, transforms, lerps, etc. I created this cheat sheet I will tape to the side of my monitor for reference until I have the variable colors and types down cold: I watched a few quickie blueprint videos from Unreal on creating a hovering object and slowing time until a character moved. Those were amazingly easy. I'm building a text file with a list of important functions as I run across them in tutorials. I will post the contents of it here. I will update a number in parens when I encounter the function multiple times. This will help me gauge the usefulness of the function. ======================================================================== UNREAL BLUEPRINT NOTES ======================================================================== --------------------------------------------------------------------------------------------------- Variable Types --------------------------------------------------------------------------------------------------- https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Variables/ Boolean (RED) Integer (CYAN) Float (GREEN) String (MAGENTA) Text (PINK) localization? Vector (GOLD) 3 floats (traditionally for XYZ or RGB) https://www.youtube.com/watch?v=WHGkLLIlz78 Rotator (PURPLE) group of numbers defining rotation in 3D space Ususally just interested in Pitch and Yaw Transform (ORANGE) Cobines 3 attributes of an object: translatioon (3D location) rotation scale Object (BLUE) --------------------------------------------------------------------------------------------------- Terms --------------------------------------------------------------------------------------------------- Primitive Component > any component we can apply physics to (ex: static mesh) --------------------------------------------------------------------------------------------------- Notes --------------------------------------------------------------------------------------------------- To make an object be able to move, must sure you change "Mobility" to Movable You can drag blueprints onto objects in the component list to associate them > example was a hover blueprint. Dragged onto a movable object, it made it hover > scene component blueprints have this ability. Maybe others. Unsure --------------------------------------------------------------------------------------------------- Functions --------------------------------------------------------------------------------------------------- DEBUGGING ......................................................................................... Draw Debug Line draws a line between 2 points. Line Trace By Channel Draws and erases a line every frame Print String (USEFUL FOR DEBUGGING) Prints a string on the screen (great for debugging) Get Display Name Lets you get the name of an actor Can be used to show the name of an actor you have hit with a vector This does not appear to work on static meshes CONSOLE ........................................................................................... Execute Console Command Example: slomo EVENTS ............................................................................................ Event Begin Play When game play starts Event Tick (3) Fired at every frame ACTOR EVENTS ...................................................................................... Event Actor Begin Overlap When another actor overlaps this actor You can cast this to ThirdPersonCharacter Event Initialize Component VECTOR MANIPULATION ............................................................................... Break Vector Allows you to manipulate each component (X,Y,Z) Convert Vector into Linear Color Covert RGB into single value for "set light color" Get Vector Length Get the magnitude/length of a vector (returns a float) Can be used to convert a vector into a useful float Vector + Vector Adds 2 vectors UNCATEGORIZED ..................................................................................... Break Hit Result Breaks out the result of a vector hitting an object Can be used to break out the result of "Line Trace By Channel" Build String (Float) convert float to string with a prefix. Can be fed into "execute console command" Get Actor Location Get the location of the actor Get Control Rotation Rotation of the object Get Forward Vector Can be used to convert a rotation into a vector > The length of the vector is 1 (XYZ values are decimals less than 1) > This produces a normalized/direction/unit vector (it always has a length/magnitude of 1) Get Owner Actor a blueprint has been attached to > useful for doing work against the owner and inspecting it Get Velocity Get velocity of object (vector) Launch Character You can add a velocity to an actor Map Range Convert 1 range of numbers proportionally into a different range Useful for coverting a large range to 0 thru 1 or vice-versa Random Unit Vector creates a random vector (3 variable array) Set Light Color Change the color of a target light Set Timer by Event Allows you to create a looping timer that can trigger an event
Now that you’ve learned how to approach writing a video game script, you’re now ready to start building the world of your narrative and start bringing it to life. Though you can write a novel without doing any world building, it is absolutely essential for video games, as that is how all