際際滷shows by User: miaconsalvo / http://www.slideshare.net/images/logo.gif 際際滷shows by User: miaconsalvo / Mon, 06 Mar 2017 21:39:26 GMT 際際滷Share feed for 際際滷shows by User: miaconsalvo GDC17 A Practical Guide to Doing Ethical Player Testing /slideshow/gdc17-a-practical-guide-to-doing-ethical-player-testing/72876770 gdc17doingethicalplayertesting-170306213926
What does ethical player testing entail? Are there things that game developers should never do to or with game testers? How can they be sure that they are being fair to players by informing them of things that might happen to them during testing, particularly if developers don't want to reveal everything about their game in advance? This presentation makes the case for ethical play testing and offers developers a practical guide for implementing ethical player testing. It starts with an overview of the history of human subjects research, provides resources for more information, and then dives into what ethical player testing can look like, and how to implement your own best practices for player testing.]]>

What does ethical player testing entail? Are there things that game developers should never do to or with game testers? How can they be sure that they are being fair to players by informing them of things that might happen to them during testing, particularly if developers don't want to reveal everything about their game in advance? This presentation makes the case for ethical play testing and offers developers a practical guide for implementing ethical player testing. It starts with an overview of the history of human subjects research, provides resources for more information, and then dives into what ethical player testing can look like, and how to implement your own best practices for player testing.]]>
Mon, 06 Mar 2017 21:39:26 GMT /slideshow/gdc17-a-practical-guide-to-doing-ethical-player-testing/72876770 miaconsalvo@slideshare.net(miaconsalvo) GDC17 A Practical Guide to Doing Ethical Player Testing miaconsalvo What does ethical player testing entail? Are there things that game developers should never do to or with game testers? How can they be sure that they are being fair to players by informing them of things that might happen to them during testing, particularly if developers don't want to reveal everything about their game in advance? This presentation makes the case for ethical play testing and offers developers a practical guide for implementing ethical player testing. It starts with an overview of the history of human subjects research, provides resources for more information, and then dives into what ethical player testing can look like, and how to implement your own best practices for player testing. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gdc17doingethicalplayertesting-170306213926-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> What does ethical player testing entail? Are there things that game developers should never do to or with game testers? How can they be sure that they are being fair to players by informing them of things that might happen to them during testing, particularly if developers don&#39;t want to reveal everything about their game in advance? This presentation makes the case for ethical play testing and offers developers a practical guide for implementing ethical player testing. It starts with an overview of the history of human subjects research, provides resources for more information, and then dives into what ethical player testing can look like, and how to implement your own best practices for player testing.
GDC17 A Practical Guide to Doing Ethical Player Testing from Mia Consalvo
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Players and their pets: An online game from beta to sunset /slideshow/part-conditionconsalvo1/34904621 partconditionconsalvo1-140520090124-phpapp02
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Tue, 20 May 2014 09:01:24 GMT /slideshow/part-conditionconsalvo1/34904621 miaconsalvo@slideshare.net(miaconsalvo) Players and their pets: An online game from beta to sunset miaconsalvo <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/partconditionconsalvo1-140520090124-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
Players and their pets: An online game from beta to sunset from Mia Consalvo
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Women, sports and videogames /slideshow/women-sports-and-videogames/14821355 womensportsvideogames-121021073557-phpapp01
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Sun, 21 Oct 2012 07:35:56 GMT /slideshow/women-sports-and-videogames/14821355 miaconsalvo@slideshare.net(miaconsalvo) Women, sports and videogames miaconsalvo <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/womensportsvideogames-121021073557-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
Women, sports and videogames from Mia Consalvo
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Using your friends 2.0 /slideshow/using-your-friends-20/10006462 migsmia2-111103073456-phpapp01
My MiGS 2011 talk on social mechanics in social games- updated from the GDC talk with additional games analyzed.]]>

My MiGS 2011 talk on social mechanics in social games- updated from the GDC talk with additional games analyzed.]]>
Thu, 03 Nov 2011 07:34:55 GMT /slideshow/using-your-friends-20/10006462 miaconsalvo@slideshare.net(miaconsalvo) Using your friends 2.0 miaconsalvo My MiGS 2011 talk on social mechanics in social games- updated from the GDC talk with additional games analyzed. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/migsmia2-111103073456-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> My MiGS 2011 talk on social mechanics in social games- updated from the GDC talk with additional games analyzed.
Using your friends 2.0 from Mia Consalvo
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Players and Avatars: Against Identification /slideshow/players-and-avatars-against-identification/7632411 greecepresent-110414160147-phpapp02
Much study of MMOGs as well as other videogames presumes an affinity between players and their avatars. Gee has developed the concept of 'projective identity' and Bailensen, Yee and others have done extensive work exploring the Proteus effect, which suggests humans are deeply influenced by the avatars they choose, and likewise how such avatars become extensions of themselves in games and virtual spaces. Some of my own past work has explored how women strongly identify with female avatars, 'gender-swapping' at rates much lower than similar male players. Yet what of games that don't employ avatars, or rely on multiple or non-human avatars for players to employ? What of players who simply do not characterize game avatars as extensions of themselves? How can we speak of identification such instances? Is it still a useful concept to investigate? This talk reviews some of my past research about players, identity and avatars, to offer a starting point for argument. But the heart of the talk explores instances of games where avatar presentation and use depart from our traditional conceptualizations --either by their absence or their opposition to humanoid facsimiles. By doing so this talk challenges game studies' easy reliance on avatars as proxies for identity in games, and asks what happens when players fail to use or access such embodiments in their gameplay. It suggests alternative ways to understand player agency and identification in games, and moves beyond avatars as the principle means for doing so. ]]>

Much study of MMOGs as well as other videogames presumes an affinity between players and their avatars. Gee has developed the concept of 'projective identity' and Bailensen, Yee and others have done extensive work exploring the Proteus effect, which suggests humans are deeply influenced by the avatars they choose, and likewise how such avatars become extensions of themselves in games and virtual spaces. Some of my own past work has explored how women strongly identify with female avatars, 'gender-swapping' at rates much lower than similar male players. Yet what of games that don't employ avatars, or rely on multiple or non-human avatars for players to employ? What of players who simply do not characterize game avatars as extensions of themselves? How can we speak of identification such instances? Is it still a useful concept to investigate? This talk reviews some of my past research about players, identity and avatars, to offer a starting point for argument. But the heart of the talk explores instances of games where avatar presentation and use depart from our traditional conceptualizations --either by their absence or their opposition to humanoid facsimiles. By doing so this talk challenges game studies' easy reliance on avatars as proxies for identity in games, and asks what happens when players fail to use or access such embodiments in their gameplay. It suggests alternative ways to understand player agency and identification in games, and moves beyond avatars as the principle means for doing so. ]]>
Thu, 14 Apr 2011 16:01:44 GMT /slideshow/players-and-avatars-against-identification/7632411 miaconsalvo@slideshare.net(miaconsalvo) Players and Avatars: Against Identification miaconsalvo Much study of MMOGs as well as other videogames presumes an affinity between players and their avatars. Gee has developed the concept of 'projective identity' and Bailensen, Yee and others have done extensive work exploring the Proteus effect, which suggests humans are deeply influenced by the avatars they choose, and likewise how such avatars become extensions of themselves in games and virtual spaces. Some of my own past work has explored how women strongly identify with female avatars, 'gender-swapping' at rates much lower than similar male players. Yet what of games that don't employ avatars, or rely on multiple or non-human avatars for players to employ? What of players who simply do not characterize game avatars as extensions of themselves? How can we speak of identification such instances? Is it still a useful concept to investigate? This talk reviews some of my past research about players, identity and avatars, to offer a starting point for argument. But the heart of the talk explores instances of games where avatar presentation and use depart from our traditional conceptualizations --either by their absence or their opposition to humanoid facsimiles. By doing so this talk challenges game studies' easy reliance on avatars as proxies for identity in games, and asks what happens when players fail to use or access such embodiments in their gameplay. It suggests alternative ways to understand player agency and identification in games, and moves beyond avatars as the principle means for doing so. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/greecepresent-110414160147-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Much study of MMOGs as well as other videogames presumes an affinity between players and their avatars. Gee has developed the concept of &#39;projective identity&#39; and Bailensen, Yee and others have done extensive work exploring the Proteus effect, which suggests humans are deeply influenced by the avatars they choose, and likewise how such avatars become extensions of themselves in games and virtual spaces. Some of my own past work has explored how women strongly identify with female avatars, &#39;gender-swapping&#39; at rates much lower than similar male players. Yet what of games that don&#39;t employ avatars, or rely on multiple or non-human avatars for players to employ? What of players who simply do not characterize game avatars as extensions of themselves? How can we speak of identification such instances? Is it still a useful concept to investigate? This talk reviews some of my past research about players, identity and avatars, to offer a starting point for argument. But the heart of the talk explores instances of games where avatar presentation and use depart from our traditional conceptualizations --either by their absence or their opposition to humanoid facsimiles. By doing so this talk challenges game studies&#39; easy reliance on avatars as proxies for identity in games, and asks what happens when players fail to use or access such embodiments in their gameplay. It suggests alternative ways to understand player agency and identification in games, and moves beyond avatars as the principle means for doing so.
Players and Avatars: Against Identification from Mia Consalvo
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Humanities Unlocked: The Value of Liberal Arts for your Game Design Program /slideshow/humanities-unlocked-the-value-of-liberal-arts-for-your-game-design-program/7152361 humanitiesunlocked-110304132544-phpapp01
Mia Consalvo's 2011 GDC talk for the Game Education Summit. How can disciplines like religion, history, philosophy and literature make a game development program stronger? And how can games--both the study of them as well as their creation-- make such fields more relevant to contemporary society? This talk takes as a given that you've built a successful program at your college or university. You have plenty of majors with excellent GPAs, good faculty and professional advisors, and a relevant curriculum. You've distinguished and built room for programming, art, production and design into your degree (or some subset), and students are getting jobs in the industry upon graduation. What comes next? How can a game development program go from good to great? The answer lies outside of game development classes, in more distant parts of the university such as the arts, humanities, and social sciences. Should these classes be dismissed? How are they relevant to a decent game development major or education? In this talk, Mia will argue for the essential part that they can play in a quality game development program. ]]>

Mia Consalvo's 2011 GDC talk for the Game Education Summit. How can disciplines like religion, history, philosophy and literature make a game development program stronger? And how can games--both the study of them as well as their creation-- make such fields more relevant to contemporary society? This talk takes as a given that you've built a successful program at your college or university. You have plenty of majors with excellent GPAs, good faculty and professional advisors, and a relevant curriculum. You've distinguished and built room for programming, art, production and design into your degree (or some subset), and students are getting jobs in the industry upon graduation. What comes next? How can a game development program go from good to great? The answer lies outside of game development classes, in more distant parts of the university such as the arts, humanities, and social sciences. Should these classes be dismissed? How are they relevant to a decent game development major or education? In this talk, Mia will argue for the essential part that they can play in a quality game development program. ]]>
Fri, 04 Mar 2011 13:25:42 GMT /slideshow/humanities-unlocked-the-value-of-liberal-arts-for-your-game-design-program/7152361 miaconsalvo@slideshare.net(miaconsalvo) Humanities Unlocked: The Value of Liberal Arts for your Game Design Program miaconsalvo Mia Consalvo's 2011 GDC talk for the Game Education Summit. How can disciplines like religion, history, philosophy and literature make a game development program stronger? And how can games--both the study of them as well as their creation-- make such fields more relevant to contemporary society? This talk takes as a given that you've built a successful program at your college or university. You have plenty of majors with excellent GPAs, good faculty and professional advisors, and a relevant curriculum. You've distinguished and built room for programming, art, production and design into your degree (or some subset), and students are getting jobs in the industry upon graduation. What comes next? How can a game development program go from good to great? The answer lies outside of game development classes, in more distant parts of the university such as the arts, humanities, and social sciences. Should these classes be dismissed? How are they relevant to a decent game development major or education? In this talk, Mia will argue for the essential part that they can play in a quality game development program. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/humanitiesunlocked-110304132544-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Mia Consalvo&#39;s 2011 GDC talk for the Game Education Summit. How can disciplines like religion, history, philosophy and literature make a game development program stronger? And how can games--both the study of them as well as their creation-- make such fields more relevant to contemporary society? This talk takes as a given that you&#39;ve built a successful program at your college or university. You have plenty of majors with excellent GPAs, good faculty and professional advisors, and a relevant curriculum. You&#39;ve distinguished and built room for programming, art, production and design into your degree (or some subset), and students are getting jobs in the industry upon graduation. What comes next? How can a game development program go from good to great? The answer lies outside of game development classes, in more distant parts of the university such as the arts, humanities, and social sciences. Should these classes be dismissed? How are they relevant to a decent game development major or education? In this talk, Mia will argue for the essential part that they can play in a quality game development program.
Humanities Unlocked: The Value of Liberal Arts for your Game Design Program from Mia Consalvo
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Using Your Friends: Top Interaction Mechanics in Social Games /slideshow/using-your-friends-top-interaction-mechanics-in-social-games/7097942 usingyourfriends-110228223146-phpapp01
Mia Consalvo's 2011 GDC talk "Using Your Friends: Identifying the top interaction mechanics in social games & social media." Please email me for more information on the games analyzed.]]>

Mia Consalvo's 2011 GDC talk "Using Your Friends: Identifying the top interaction mechanics in social games & social media." Please email me for more information on the games analyzed.]]>
Mon, 28 Feb 2011 22:31:37 GMT /slideshow/using-your-friends-top-interaction-mechanics-in-social-games/7097942 miaconsalvo@slideshare.net(miaconsalvo) Using Your Friends: Top Interaction Mechanics in Social Games miaconsalvo Mia Consalvo's 2011 GDC talk "Using Your Friends: Identifying the top interaction mechanics in social games & social media." Please email me for more information on the games analyzed. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/usingyourfriends-110228223146-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Mia Consalvo&#39;s 2011 GDC talk &quot;Using Your Friends: Identifying the top interaction mechanics in social games &amp; social media.&quot; Please email me for more information on the games analyzed.
Using Your Friends: Top Interaction Mechanics in Social Games from Mia Consalvo
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https://cdn.slidesharecdn.com/profile-photo-miaconsalvo-48x48.jpg?cb=1522900723 Mia Consalvo is Canada Research Chair in Game Studies and Design at Concordia University in Montreal. She is the author of Atari to Zelda: Japanese Videogames in Global Contexts and Cheating: Gaining Advantage of Videogames. Mia served as product owner to develop the social network game Eksa: Isle of the Wisekind with the Singapore-MIT GAMBIT Game Lab, in order to study social interaction in social network games. She's currently working on a game about moral ambiguity. about.me/miaconsalvo https://cdn.slidesharecdn.com/ss_thumbnails/gdc17doingethicalplayertesting-170306213926-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/gdc17-a-practical-guide-to-doing-ethical-player-testing/72876770 GDC17 A Practical Guid... https://cdn.slidesharecdn.com/ss_thumbnails/partconditionconsalvo1-140520090124-phpapp02-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/part-conditionconsalvo1/34904621 Players and their pets... https://cdn.slidesharecdn.com/ss_thumbnails/womensportsvideogames-121021073557-phpapp01-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/women-sports-and-videogames/14821355 Women, sports and vide...