際際滷shows by User: giffordcheung / http://www.slideshare.net/images/logo.gif 際際滷shows by User: giffordcheung / Sun, 24 Aug 2014 01:35:08 GMT 際際滷Share feed for 際際滷shows by User: giffordcheung Take That!: Evaluating game systems as communicative media /slideshow/take-that-evaluating-game/38294248 giffordc-groundinggamespresentation-140824013509-phpapp02
We apply the ideas of Clark & Brennan (Grounding in Communications) towards understanding how gamers communicate with each other while playing games.]]>

We apply the ideas of Clark & Brennan (Grounding in Communications) towards understanding how gamers communicate with each other while playing games.]]>
Sun, 24 Aug 2014 01:35:08 GMT /slideshow/take-that-evaluating-game/38294248 giffordcheung@slideshare.net(giffordcheung) Take That!: Evaluating game systems as communicative media giffordcheung We apply the ideas of Clark & Brennan (Grounding in Communications) towards understanding how gamers communicate with each other while playing games. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/giffordc-groundinggamespresentation-140824013509-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> We apply the ideas of Clark &amp; Brennan (Grounding in Communications) towards understanding how gamers communicate with each other while playing games.
Take That!: Evaluating game systems as communicative media from Gifford Cheung
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Why people watch video games | Starcraft from the Stands /slideshow/why-people-watch-video-games-starcraft-from-the-stands/38293882 starcraftfromthestands-140824010000-phpapp02
Why do people watch games?]]>

Why do people watch games?]]>
Sun, 24 Aug 2014 01:00:00 GMT /slideshow/why-people-watch-video-games-starcraft-from-the-stands/38293882 giffordcheung@slideshare.net(giffordcheung) Why people watch video games | Starcraft from the Stands giffordcheung Why do people watch games? <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/starcraftfromthestands-140824010000-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Why do people watch games?
Why people watch video games | Starcraft from the Stands from Gifford Cheung
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First hour of gaming /slideshow/first-hour-of-gaming/38263920 firsthour-giffordcheung-v2-140822134226-phpapp01
What makes a successful first hour of gaming? Full paper: http://research.microsoft.com/pubs/226763/First%20Hour%20-%20CHIPlay%202014%20-%20preprint2.pdf giffordcheung.weebly.com]]>

What makes a successful first hour of gaming? Full paper: http://research.microsoft.com/pubs/226763/First%20Hour%20-%20CHIPlay%202014%20-%20preprint2.pdf giffordcheung.weebly.com]]>
Fri, 22 Aug 2014 13:42:26 GMT /slideshow/first-hour-of-gaming/38263920 giffordcheung@slideshare.net(giffordcheung) First hour of gaming giffordcheung What makes a successful first hour of gaming? Full paper: http://research.microsoft.com/pubs/226763/First%20Hour%20-%20CHIPlay%202014%20-%20preprint2.pdf giffordcheung.weebly.com <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/firsthour-giffordcheung-v2-140822134226-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> What makes a successful first hour of gaming? Full paper: http://research.microsoft.com/pubs/226763/First%20Hour%20-%20CHIPlay%202014%20-%20preprint2.pdf giffordcheung.weebly.com
First hour of gaming from Gifford Cheung
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Coardial /slideshow/coardial/38103313 coardial-shortened-140818135010-phpapp01
Designing a mobile app that augments playing cards with NFC-functionality and the lessons learnt.]]>

Designing a mobile app that augments playing cards with NFC-functionality and the lessons learnt.]]>
Mon, 18 Aug 2014 13:50:10 GMT /slideshow/coardial/38103313 giffordcheung@slideshare.net(giffordcheung) Coardial giffordcheung Designing a mobile app that augments playing cards with NFC-functionality and the lessons learnt. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/coardial-shortened-140818135010-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Designing a mobile app that augments playing cards with NFC-functionality and the lessons learnt.
Coardial from Gifford Cheung
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Let's Play Our Way - Designing Flexibility into Card Game Systems - Gifford Cheung - Dissertation Defense /slideshow/lets-play-our-way-designing-flexibility-into-card-game-systems-gifford-cheung-dissertation-defense/38102690 defense-2-140818133106-phpapp01
In this dissertation, I explore the idea of designing "flexible game systems". A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is "robustness". When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is "versatility". A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems. A model of rule-negotiation is introduced as well as advancements in theory regarding unexpected use of software and socially-negotiated play.]]>

In this dissertation, I explore the idea of designing "flexible game systems". A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is "robustness". When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is "versatility". A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems. A model of rule-negotiation is introduced as well as advancements in theory regarding unexpected use of software and socially-negotiated play.]]>
Mon, 18 Aug 2014 13:31:06 GMT /slideshow/lets-play-our-way-designing-flexibility-into-card-game-systems-gifford-cheung-dissertation-defense/38102690 giffordcheung@slideshare.net(giffordcheung) Let's Play Our Way - Designing Flexibility into Card Game Systems - Gifford Cheung - Dissertation Defense giffordcheung In this dissertation, I explore the idea of designing "flexible game systems". A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is "robustness". When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is "versatility". A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems. A model of rule-negotiation is introduced as well as advancements in theory regarding unexpected use of software and socially-negotiated play. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/defense-2-140818133106-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this dissertation, I explore the idea of designing &quot;flexible game systems&quot;. A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is &quot;robustness&quot;. When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is &quot;versatility&quot;. A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems. A model of rule-negotiation is introduced as well as advancements in theory regarding unexpected use of software and socially-negotiated play.
Let's Play Our Way - Designing Flexibility into Card Game Systems - Gifford Cheung - Dissertation Defense from Gifford Cheung
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