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Tagged with “gaming” (5) activity chart

  1. Fun Inc.: Why games are the 21st century’s most serious business

    Why should we be taking video games more seriously?

    In 2008 Nintendo overtook Google to become the world’s most profitable company per employee. The South Korean government will invest $200 billion into its video games industry over the next 4 years. The trading of virtual goods within games is a global industry worth over $10 billion a year. Gaming boasts the world’s fastest-growing advertising market.

    In addition to these impressive statistics, video games are creating a whole new science of mass engagement which is beginning to revolutionise the way we research and understand economics, human behaviour and democratic participation. Games are used to train the US Military, to model global pandemics and to campaign against human rights abuses in Africa.

    Journalist and author Tom Chatfield visits the RSA to examine the ways in which virtual game worlds can function as unprecedented laboratories for exploring human motivations, and for evaluating economic theories that it has never been possible before to test experimentally.

    He will argue that games are becoming one of the most powerful tools available for raising awareness of political, ethical and environmental issues, and promoting action across an extraordinary range of fields and disciplines – from medicine to warfare to, perhaps most importantly, education.

    Response by Ed Vaizey MP, Shadow Minister for Culture

    Chaired by Rory Cellan-Jones, BBC technology correspondent

    —Huffduffed by marshallkirkpatrick 3 years ago

  2. Raph Koster: Games for Change closing address

    This little talk was delivered as spoken word only, no slides, to wrap up the Games for Change conference held at the New School in NYC in June of 2006.

    —Huffduffed by plindberg 3 years ago

  3. Raph Koster – The Core of Fun (ETech 2007)

    This talk was given as a keynote at the O’Reilly Emerging Technology Conference in 2007. It is about the core elements of "deep structure" that go into making something fun — particularly web apps and social media. The talk is also available as a PDF (1.9 MB). and as an MP3 you can download so you can follow along.

    PDF: http://www.raphkoster.com/gaming/etech07/TheCoreOfFun.pdf

    —Huffduffed by plindberg 3 years ago

  4. Funologists Live & In Person: Guerilla Game Research [SxSW 2009]

    If you work at a game company, research means understanding play, not analyzing boring spreadsheets. Meet Big Fish Games and Pogo funologists and learn how listening and watching gamers transforms product and web design. We share different innovative guerilla (discount) and traditional research methods to inspire user-centered design.

    Moderator: Laura Porto Stockwell, Publicis in the West Julie Ratner, Big Fish Games Erica Firment, Second Life Tracy Fullerton, USC Interactive Media Jason Schklar, Initial Experience Consulting

    From http://2009.sxsw.com/taxonomy/term/44?page=3

    —Huffduffed by plindberg 4 years ago

  5. Strong Gaming Communities: Text vs. Speech [SxSW 2009]

    This panel brings together academics and game designers to fight out the future of the MMO interface. Should text continue to be the default way that people communicate in virtual worlds? Is the spoken word more natural and more laden with emotional cues, or more destructive of the magic circle?

    Matthew Bellows, Vivox Inc Amy Jo Kim, shufflebrain.com Joe Miller, Linden Research Inc Dmitri Williams, USC Richard Vogel, Bioware

    From http://2009.sxsw.com/taxonomy/term/44?page=2

    —Huffduffed by plindberg 4 years ago