This document discusses user research findings regarding gamers' behaviors and motivations related to playing games and accessing walkthrough content. It identifies two main types of gamers - Alex, a professional gamer who creates content to build his community and brand, and Richard, a casual gamer who plays for relaxation. User interviews found that gamers use both text and video walkthroughs when stuck, but don't want spoilers, and casual users are less motivated to create content. The research highlights opportunities to create a platform that provides flexible, rich walkthrough content to help gamers at difficult points without giving away too much.
DotA is a popular free online multiplayer battle arena game where two teams of five players each select a hero to control. Players earn gold and experience over the course of a match to upgrade their hero's skills and items in an effort to destroy the other team's base. DotA attracts many gamers worldwide due to its strategic gameplay and variety of unique heroes divided into strength, agility, and intelligence categories. The article provides a link for readers to learn more about and download DotA.
Playzum is a new social networking platform for gamers to share gaming experiences, discover new games, and connect with friends. It allows users to check-in to games, upload screenshots and videos, see what games friends are playing, get recommendations, and read reviews. Playzum aims to build a collaborative gaming community and help gamers find new titles through social engagement and feedback from friends. It is launching first on mobile and plans to expand to other platforms. The founders are raising $200,000 to further develop the app for additional platforms, conduct marketing, and form partnerships with game studios.
During the 8th semester, as students at Communication, Media and Culture, department of Panteion University (Advertising and Public Relations), we found a way to introduce Microsoft 's new product, Xbox One, to the Greek market. Enjoy our brainchild!
This document summarizes the website for the 2010 action film The Expendables. The website includes sections for news articles, downloads, cast and crew biographies, the story, videos, and photos from the film. It also features interactive components like a survey to create a custom character to add to the movie poster. The analysis notes that the all-star cast is prominently displayed but that navigation and plot information are limited. It compares the site to the more informative fan site. The document also reviews the film's Facebook and Twitter accounts, finding that they provide promotional updates and engage fans through questions and calls to action.
This document outlines a proposal for a new gaming platform that aims to address issues with existing platforms like lack of cross-game sociability and skill level mismatches. It proposes solutions like multi-game profiles, search filters, and easy accessibility. If successful, the new platform would allow gamers to find and connect with similar players across multiple games and platforms through features like detailed player search and cross-game compatibility.
Twitch started in 2007 as Justin.tv which allowed live streaming of personal video but gaming streams became most popular. It spun off Twitch.tv in 2011 which focuses exclusively on video game live streaming and has received over $43 million in venture funding. Twitch has grown rapidly with 35 million monthly users in 2014 through cultivating a strong gaming community, paying popular streamers, hosting tournaments, and facing little direct competition internationally from services like YouTube Live and Azubu Tv.
Twitch is a live streaming platform, originally focused on gaming, that allows broadcasters to stream live video and chat. It has over 1.5 million broadcasters and more than 35 million monthly users. Twitch became the official streaming platform for esports in 2014. Major streamers can earn money through subscriptions, donations, and sponsorships. Twitch has helped grow esports by broadcasting major tournaments and now dominates esports streaming.
eSports: Quite Possibly the Next Big Thing in Media/EntertainmentColin Sebastian
油
We estimate eSports-related revenues will increase from ~$200 million in 2015 to roughly $2 billion by 2020 driven by a combination of tournaments, advertising, sponsorships, broadcast rights, and fantasy/wagering, etc.
Please cite Baird as a source.
The document discusses research methods used to review and analyze two games: The Legend of Zelda: A Link to the Past (classic) and Grand Theft Auto V (modern). For both games, the author conducted primary research by playing the games themselves, secondary research by reading reviews and watching gameplay videos, and quantitative research through online surveys. The author found primary research, such as directly playing the games, to be the most helpful for understanding and reviewing them. Secondary research provided additional perspective but was less reliable. While quantitative survey data did not significantly impact the reviews, it offered insight into a range of opinions on the games.
Gaming wikis provide detailed documentation of game strategies and systems created by enthusiastic gamers. These wikis have become important references for understanding complex games. Research examines what motivates contributions to gaming wikis, finding contributors are driven by intrinsic love of their game rather than external rewards. Contributors emphasize creating high quality, accurate information to help fellow players fully appreciate the game. Gaming wikis thus demonstrate gamers' passionate engagement with game systems and desire to share knowledge with their community.
This document outlines the agenda for the Engage in Game-Based Learning workshop in Berlin in 2009. The agenda includes introductions, an overview of the Engage Learning project and portal, a demonstration of tools on the workshop CD, and group work creating single-player scenarios and role-playing exercises. Participants will discuss game-based learning vs game-based teaching, the taxonomy of game-based learning, and examples of using role-playing at university. The workshop aims to support practitioners in using game-based learning.
1. The document discusses features of different gaming platforms and how users interact with video walkthroughs on those platforms.
2. It then presents personas of different types of users - Jake who consumes content, Reagan who creates content, and Casey who is a current Twitch user - and how they would interact with video walkthroughs on a new platform.
3. The document dives deeper into the user flows and prototypes for Reagan to upload a walkthrough and for Jake and Casey to consume walkthroughs on desktop and mobile.
The document discusses how video games can be used as a tool for self-questioning and identity construction. It proposes introducing video games into libraries to attract younger users and allow them to explore identities through gameplay. Specifically, it notes that mass-market games often lack representation for minorities and women, but that games created by LGBTQ communities or games like MMORPGs and The Sims offer more opportunities for users to construct characters reflecting their own identities.
This document summarizes the Well Played initiative, which includes a journal, books, conferences, and live sessions focused on analyzing and discussing video games. The Well Played journal has been published since 2011 by ETC Press and contains peer-reviewed articles on topics like the meaning and value of play, game analysis and criticism using approaches like literary criticism, and game literacy and mastery. The goal of Well Played is to further understanding of video games as a complex medium through careful interpretation and analysis.
This document provides an introduction to video games, including their history, cultural impact, intended effects, and research on positive and negative outcomes. It discusses how video games have grown to a $20 billion industry in the US with average gamers being 35 years old. Important historical figures who developed early games are identified. Research on motivations for playing video games and their effects on aggression, learning, and addiction are summarized. The popularity of online multiplayer games is also covered.
Through evaluation of a risky but highly successful casual web game, the Wellcome Trust discovered more than they expected about new audiences and how people play games, as well as reaching towards best practice in evaluation itself.
Session: Evaluation and measuring engagement case studies
The document provides tips for writing effective blog posts, focusing on answering the 5 W's (who, what, when, where, why, how) through research, writing clearly and concisely, including relevant links and visuals, and promoting the post. It discusses story structures, using different media beyond just writing, optimizing posts for search engines through keywords and links, and engaging readers through questions and comments. The overall goal is to inform and engage readers while driving traffic and conversation around the topic.
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people thats its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
1. The document discusses research conducted on existing video games like Final Fantasy, Earthbound, and research analysis and findings from questionnaires and interviews with potential audiences.
2. Common features identified across researched games included them being role-playing games from prior to 2000 with simple art styles.
3. Questionnaires and interviews provided insights into the target audience being mainly males aged 16-19 who prefer story, customization, and upgrades.
4. The research will help make the new product appealing to this audience through including these elements.
This document outlines a S.W.O.T. analysis to understand the market for a new text-based browser game created using Twine. The strengths identified are that the game has no development costs and uses a popular genre with a short production time, while weaknesses include Twine's limitations to text and the target audience's unfamiliarity with it. Opportunities noted are the popularity of browser games and genres like sci-fi, sports and horror, while threats include significant competition, social features of other games, and the unpopularity of text story games.
Educational Games Design (STEG10 Keynote)David Farrell
油
The document discusses educational game design and summarizes key points from a presentation. It describes how educational games can model learning outcomes through game mechanics to provide deep learning. Two games from the e-Bug project are highlighted: a platform game for younger children about good and bad microbes, and a detective game for older children involving a sick character. The platform game was more successful due to extensive playtesting, while the detective game had usability issues from insufficient testing and a confusing phone interface metaphor.
The document discusses the evolution of the social discovery website Jaanix based on user feedback. It describes Jaanix's initial features like video voting and recommendations. User studies found a need for easier sharing, discussions, and connecting with other users. Jaanix then added social networking capabilities like profiles, comments, and exported data. While traffic grew, users still found Jaanix confusing and wanted integration with their existing networks on sites like RSS feeds. The lessons learned were that Jaanix remained too complex and needed to import users' existing content and connections to be successful.
This document discusses different digital tools for learning including social bookmarking, social networking, games, and the students' investigation of these tools. Social bookmarking allows users to organize and share web links and resources through tagging. Social networking sites like Facebook and Twitter allow posting questions and collaborating through hashtags and follower networks. Games make learning fun through risks, decisions, and collaboration in games like World of Warcraft and Farmville. The students found games most interesting and were surprised by the educational benefits of social networking through iLearn. They want to learn more about social bookmarking and will continue using games and social networking after this class.
This document discusses educational game design and describes two games developed for the European Commission's e-Bug project. A platform game was designed for younger children to teach microbiology concepts through gameplay mechanics. A detective game was designed for older children to teach through narrative scenarios. Both games showed some knowledge gains but also highlighted lessons learned, such as the need for user testing to identify interface issues before development is completed.
This presentation condense all the knowledge I cumulated building an audience of 400,000 followers over the past 3 years on TikTok.
We'll cover:
- Understanding TikTok, its culture, and how the algorithm works.
- How to build a great profile
- 20+ tactics to create engaging content and get more views
- Case studies of how I successfully applied these tactics in my own viral videos.
First Star Academy- Class Powerpoint Presentations Kelsey Greene
油
We used the powerpoint slides in class to make teaching points and introduce different activities. It was a great way to keep on track and give visual aides to the content we were discussing.
Not only eSports - How To Design Games That Are Fun To WatchOhad Barzilay
油
The slides for a 20 min talk I gave in Casual Connect Tel Aviv in 2015. It introduces the Game-Watching trend and gives some quick tips for game developers & designers on how to make games fun to watch, not only fun to play.
You can watch the full talk from the conference here: http://civax.net/2015/11/not-only-esports-how-to-design-games-that-are-fun-to-watch/
The document discusses research methods used to review and analyze two games: The Legend of Zelda: A Link to the Past (classic) and Grand Theft Auto V (modern). For both games, the author conducted primary research by playing the games themselves, secondary research by reading reviews and watching gameplay videos, and quantitative research through online surveys. The author found primary research, such as directly playing the games, to be the most helpful for understanding and reviewing them. Secondary research provided additional perspective but was less reliable. While quantitative survey data did not significantly impact the reviews, it offered insight into a range of opinions on the games.
Gaming wikis provide detailed documentation of game strategies and systems created by enthusiastic gamers. These wikis have become important references for understanding complex games. Research examines what motivates contributions to gaming wikis, finding contributors are driven by intrinsic love of their game rather than external rewards. Contributors emphasize creating high quality, accurate information to help fellow players fully appreciate the game. Gaming wikis thus demonstrate gamers' passionate engagement with game systems and desire to share knowledge with their community.
This document outlines the agenda for the Engage in Game-Based Learning workshop in Berlin in 2009. The agenda includes introductions, an overview of the Engage Learning project and portal, a demonstration of tools on the workshop CD, and group work creating single-player scenarios and role-playing exercises. Participants will discuss game-based learning vs game-based teaching, the taxonomy of game-based learning, and examples of using role-playing at university. The workshop aims to support practitioners in using game-based learning.
1. The document discusses features of different gaming platforms and how users interact with video walkthroughs on those platforms.
2. It then presents personas of different types of users - Jake who consumes content, Reagan who creates content, and Casey who is a current Twitch user - and how they would interact with video walkthroughs on a new platform.
3. The document dives deeper into the user flows and prototypes for Reagan to upload a walkthrough and for Jake and Casey to consume walkthroughs on desktop and mobile.
The document discusses how video games can be used as a tool for self-questioning and identity construction. It proposes introducing video games into libraries to attract younger users and allow them to explore identities through gameplay. Specifically, it notes that mass-market games often lack representation for minorities and women, but that games created by LGBTQ communities or games like MMORPGs and The Sims offer more opportunities for users to construct characters reflecting their own identities.
This document summarizes the Well Played initiative, which includes a journal, books, conferences, and live sessions focused on analyzing and discussing video games. The Well Played journal has been published since 2011 by ETC Press and contains peer-reviewed articles on topics like the meaning and value of play, game analysis and criticism using approaches like literary criticism, and game literacy and mastery. The goal of Well Played is to further understanding of video games as a complex medium through careful interpretation and analysis.
This document provides an introduction to video games, including their history, cultural impact, intended effects, and research on positive and negative outcomes. It discusses how video games have grown to a $20 billion industry in the US with average gamers being 35 years old. Important historical figures who developed early games are identified. Research on motivations for playing video games and their effects on aggression, learning, and addiction are summarized. The popularity of online multiplayer games is also covered.
Through evaluation of a risky but highly successful casual web game, the Wellcome Trust discovered more than they expected about new audiences and how people play games, as well as reaching towards best practice in evaluation itself.
Session: Evaluation and measuring engagement case studies
The document provides tips for writing effective blog posts, focusing on answering the 5 W's (who, what, when, where, why, how) through research, writing clearly and concisely, including relevant links and visuals, and promoting the post. It discusses story structures, using different media beyond just writing, optimizing posts for search engines through keywords and links, and engaging readers through questions and comments. The overall goal is to inform and engage readers while driving traffic and conversation around the topic.
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people thats its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
1. The document discusses research conducted on existing video games like Final Fantasy, Earthbound, and research analysis and findings from questionnaires and interviews with potential audiences.
2. Common features identified across researched games included them being role-playing games from prior to 2000 with simple art styles.
3. Questionnaires and interviews provided insights into the target audience being mainly males aged 16-19 who prefer story, customization, and upgrades.
4. The research will help make the new product appealing to this audience through including these elements.
This document outlines a S.W.O.T. analysis to understand the market for a new text-based browser game created using Twine. The strengths identified are that the game has no development costs and uses a popular genre with a short production time, while weaknesses include Twine's limitations to text and the target audience's unfamiliarity with it. Opportunities noted are the popularity of browser games and genres like sci-fi, sports and horror, while threats include significant competition, social features of other games, and the unpopularity of text story games.
Educational Games Design (STEG10 Keynote)David Farrell
油
The document discusses educational game design and summarizes key points from a presentation. It describes how educational games can model learning outcomes through game mechanics to provide deep learning. Two games from the e-Bug project are highlighted: a platform game for younger children about good and bad microbes, and a detective game for older children involving a sick character. The platform game was more successful due to extensive playtesting, while the detective game had usability issues from insufficient testing and a confusing phone interface metaphor.
The document discusses the evolution of the social discovery website Jaanix based on user feedback. It describes Jaanix's initial features like video voting and recommendations. User studies found a need for easier sharing, discussions, and connecting with other users. Jaanix then added social networking capabilities like profiles, comments, and exported data. While traffic grew, users still found Jaanix confusing and wanted integration with their existing networks on sites like RSS feeds. The lessons learned were that Jaanix remained too complex and needed to import users' existing content and connections to be successful.
This document discusses different digital tools for learning including social bookmarking, social networking, games, and the students' investigation of these tools. Social bookmarking allows users to organize and share web links and resources through tagging. Social networking sites like Facebook and Twitter allow posting questions and collaborating through hashtags and follower networks. Games make learning fun through risks, decisions, and collaboration in games like World of Warcraft and Farmville. The students found games most interesting and were surprised by the educational benefits of social networking through iLearn. They want to learn more about social bookmarking and will continue using games and social networking after this class.
This document discusses educational game design and describes two games developed for the European Commission's e-Bug project. A platform game was designed for younger children to teach microbiology concepts through gameplay mechanics. A detective game was designed for older children to teach through narrative scenarios. Both games showed some knowledge gains but also highlighted lessons learned, such as the need for user testing to identify interface issues before development is completed.
This presentation condense all the knowledge I cumulated building an audience of 400,000 followers over the past 3 years on TikTok.
We'll cover:
- Understanding TikTok, its culture, and how the algorithm works.
- How to build a great profile
- 20+ tactics to create engaging content and get more views
- Case studies of how I successfully applied these tactics in my own viral videos.
First Star Academy- Class Powerpoint Presentations Kelsey Greene
油
We used the powerpoint slides in class to make teaching points and introduce different activities. It was a great way to keep on track and give visual aides to the content we were discussing.
Not only eSports - How To Design Games That Are Fun To WatchOhad Barzilay
油
The slides for a 20 min talk I gave in Casual Connect Tel Aviv in 2015. It introduces the Game-Watching trend and gives some quick tips for game developers & designers on how to make games fun to watch, not only fun to play.
You can watch the full talk from the conference here: http://civax.net/2015/11/not-only-esports-how-to-design-games-that-are-fun-to-watch/
7 Tips To Take Your Design To The Next Level!kritika598289
油
Want to take your designs to the next level?
From choosing the right fonts and colors to maintaining consistency and alignment, these small tweaks can have a big impact.
Which of these design principles do you already use? Let me know in the comments!
Follow for more design insights and creative strategies!
What is 3D Visualization? A Simple Guide for BeginnersZealous Services
油
Explore how 3D visualization transforms ideas into reality from architectural designs to product concepts. This guide dives into its wide-ranging applications, essential tools, and step-by-step processes, making it easy for both beginners and professionals to master. Whether youre creating immersive environments, crafting product prototypes, or enhancing customer experiences, 3D visualization bridges the gap between imagination and execution. Perfect for designers, marketers, and innovators alike discover how this powerful technology brings your concepts to life with stunning precision and creativity. Lets step into the future of design!
Volodymyr Zelensky Thank You America Shirtrobintex21
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Ugly Jewelry Bold and Unconventional Accessories for Unique Stylemarketingclippingwor1
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Explore the world of ugly jewelry with bold, quirky, and unconventional designs. From bizarre earrings to unique necklaces, embrace a daring style that stands out.
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8. s
Alex - The dedicated professional gamer
Male - 21yrs old - lives in NY, USA
Has a Youtube and Twitch channel
Owns a high-spec PC, Xbox, PS4
My drive is to contribute to the community, as long Im winning!
Behaviours:
Creating content for the online community.
Attending meet-ups and tournaments.
Motivations:
Building a reputation for expertise.
Standing out from the competition.
Growing his follower-base.
Pain Point:
Taking too long to record and edit videos.
9. z
Richard - The recreational gamer
Male - 32yrs old - lives in Slough
Media Marketing Manager
Owns a iPad, iPhone and Xbox
Most people I know play games. Even my wife plays Angry Birds.
Behaviours:
Playing games on iPhone whilst on train.
Plays alongside partner, family and friends.
Motivation:
Find gaming relaxing.
Likes to complete a game story.
Pain Points:
Getting stuck at challenging stages.
Not having time to play whole games.
20. Id like Twitch to provide hints to help with
games, but in different formats. Dont give too
much away!
User Interviews
I go to Youtube when I get stuck.
Sometimes I watch videos of players to see
how others deal with each stage.
You can search through text
guides to find what you want.
I just want to watch the important
bits, not people playing for 45 mins.
21. Task Analysis
Tasks assigned included:
Search for a streaming channel
Upload a video
Search for a walkthrough video
Competitiors:
Youtube, Ustream, GameFAQ, IGN,
Soundcloud, Spotify
Pain Points:
Complicated interfaces
Unclear navigation
Slow uploading times
Poor terminology/iconography
22. User Research: Key Findings
People use both text and video walkthroughs
Hate spoilers
Casual gamers have little motivation to upload/create content
Professional content creators value quality and rich content
Community reputation is key
33. Summary
Allows creators to create flexible walkthrough
content for all types of games
Walkthroughs are content rich and allows
gamers to easily find places where they get
stuck
35. Next Level
Add additional layouts for users that prefer
video
Synced comments
Add a wiki aspect
Monetisation
#4: Many of us here play games such as Watchdogs, Mario Kart, Minecraft and Street Fighter, and Twitch currently caters quite well for the recreational gamer. But there are many of us that play games like these.
#5: These are simple games that we play when were travelling, waiting for an appointment, or out of just pure boredom and all we have is our mobile phones. But inevitably, weve all played a game where weve gotten stuck on a level we just cant get past. This is the next target audience for twitch, the modern day casual gamer.
#7: To design a feature to add to the existing Twitch website that lets users quickly and easily upload walkthrough videos.
And allow players that need help, to find the solution to their problem, be it specific or wide-ranging.
With this mission in mind, Im going to hand over to Louise as we introduce our personas.
#12: We sent out our survey to numerous social media platforms, including the Survey sub-reddit /r/SampleSize and received 140 responses over three days.
#13: Of those 140 responses, 82% are of the 18-35 demographic.
63% of the respondents say they play some form of videogame daily.
#14: With 364 devices inputted we calculated that that averages out to roughly 2 devices per person, of which at least one or both are capable of playing games!
#15: Though most complete 1 or two games in the space of 6 months, 30% stated that they hadn't completed a single game in six months. The main factor for this was getting stuck and losing interest. This highlighted to us a key pain point for consumers and we wanted to understand this problem further in our interviews.
#16: Only 33 identified themselves as content creators, which is a huge ratio between creators and consumers. We identified this as an area to follow up on, finding out why so few upload content, and importantly what motivates those who do.
#17: the preliminary info we got back from the survey in that regard states that most do it purely out of pleasure, and not for money. This was another point for further research - why do they put in so much for seemingly no reward?
#18: Across all participants, Youtube was comprehensively the place to go for both uploading and consuming content, which steered our competitive analysis and made us look closely at the model site.
With this preliminary data we put ourselves in a position to steer and narrow our research and define our questions going into user interviews.
#25: Based on users pain points
On the design studio we thought that syncing video and text would work
#27: After testing it we made changes suggested by users:
1) The Comments - it was moved from highlights to the main page
2) A new timeline was added to the page
So users could see with more details specific section
3)Less Number of tabs
for example WEAPONS and trophies are now shown in a dropdown menu inside MAP section
#28: With the clickable prototypes users could use all functions of the website, interacting better with page
#29: With the feedback given during the user testing:
We decided to delete COMMENTS and DIFFICULTY RATE functions from each chapter section
It was not clear if users were rating and commenting on a specific section or on full video
Another MAJOR changes were needed to make the website easier to use and to understand
1) Delete extra timeline added on the second iteration
2) Change the Walkthrough section name from Walkthrough to Guides
Was not every users who could understand the word walkthrough
AND THE LAYOUT, it was totally changed, text content and video now appear beside each other
this change was made because the page was too long and people couldnt see both functions at the same time.
#30: We also designed an uploading function for the website
The tabs follow the same structure and order as the main page, making the uploading process easier
After testing the design, the following changes were made:
SAVE button - We completely forgot to add on the last iteration
#31: More markers details were added to the map section
#33: Im leo again. So that was a brief scenario of how Richard would find a solution in game he is stuck in.
#34: Weve created an addition to Twitch, that allows gamers to create flexible walkthrough content for all types of games.
Walkthroughs are content rich and allows gamers to easily find places where they get stuck
#36: When we were testing, some of our users preferred larger videos on the screen as thats what they were more interested in.
Users enjoyed commenting on particular sections in a game, however the solutions we came up with were confusing, so we removed it from our last prototype. We would like further research this to find a design that is less confusing.
Competitor research shows that a lot of walkthrough content is collaborative in a wiki style. We would like to test whether this is a better way to create richer and more complete content.
With this version, content creators can be rewarded as they will be the sole creator of a walkthrough. Adding a wiki approach also adds additional complexity to rewarding creators of the content.