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.
Tagged with “gaming” (4)
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.
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
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