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2013年3月7日 星期四

Digital Game Knowledge

Definition:

From there dimension: Game Play, Game Design, Game Production.

  • Digital Game Play: Understanding how to play the digital game, and play it well. Players must focus on the experiences what you feel in the games.   
  • Digital Game Design: Understanding game structure, game elements. Figure out how to design the digital games. One of the most important things is to get a good game idea. 
  • Digital Game Production: Understanding the approaches of producing digital games, included programming, media, etc.    

2012年11月26日 星期一

Educational Games Review Website

I want to find out the educational game design strategies from exiting educational games. The first step was to survey all of educational game website from Google Search in different   keywords included leaning subjects, learning units, top 10, award, grant...

Online data collection (educational games)
Keywords:
1. physics, chemical, biological, earth science, science education, science learning
2. learning game, education game, educational game
3. the best, top 100, award, popular, review, report, recommendations, recommend, grant(s) ...


Results

1. Funschool - Fun and Educational Games and Activities for Kids http://funschool.kaboose.com 

2. Top 10 Most Visited Educational Games http://www.nobelprize.org/educational/ 

3. Gamestar Mechanic http://gamestarmechanic.com

4. 2012 International Serious Play Awards http://www.seriousplayconference.com/awards/




8. The Best Websites for Teaching and Learning  http://www.ala.org/aasl/guidelinesandstandards/bestlist/bestwebsites

to be continued...


2011年6月19日 星期日

Digital Game Supported Learning


The challenge is to find some effective ways of getting teachers to realize and reflect upon the value of gaming in the classroom so that they can consider ways to embed valuable educational games and some of the game features in their future teaching.

2010年3月20日 星期六

Game literacy

Dimension

  • Game Awareness
  • Game Behavior
  • Game Attitude
  • Game Base Learning Awareness

to be continued ......

2010年3月16日 星期二

CERO - Japanese Game Ratings

http://www.cero.gr.jp/

http://www.ign.com/cero.html

Current CERO Ratings


CERO - A
Titles rated A have been assessed to be suitable for gamers of all ages.
CERO - B
Titles rated B have been assessed to be suitable for gamers ages 12 and up.
CERO - C
Titles rated C have been assessed to be suitable for gamers ages 15 and up.
CERO - D
Titles rated D have been assessed to be suitable for gamers ages 17 and up.
CERO - Z
Titles rated A have been assessed to be suitable only for gamers ages 18 and up. These titles contain explicit content and are banned for sale to any person under the age of 18.
CERO - Statistical
Titles with this mark are Statictical software releases and have not been reviewed under the typical terms of CERO. Programs rated in this manner may or may not be appropriate for all ages.
CERO - Sampler
Titles rated with this mark are Trial Versions of software. Programs rated in this manner may or may not be appropriate for all ages, and they also may not contain all of the content that will be considered for the CERO rating of the final game release.
CERO - Rating Pending
Titles rated with this mark have not yet been rated, as they are not yet complete in production and have not yet been evaluated by CERO. Programs marked in this manner may or may not be appropriate for all ages. Please check back for the final rating at a later date.


Prior CERO Ratings
(discontinued March 1st, 2006)

CERO - All
Titles rated with the original All rating have been assessed to be suitable for gamers of all ages.
CERO - 12
Titles rated with the original 12 rating have been assessed to be suitable for gamers ages 12 and up.
CERO - 15
Titles rated with the original 15 rating have been assessed to be suitable for gamers ages 15 and up.
CERO - 18
Titles rated with the original 18 rating have been assessed to be suitable only for gamers ages 18 and up.


CERO Content Descriptors
NOTE: The degree of content included in any category will be factored into the CERO Rating.

Romance
Contains expressions of romance or love. (Possibly includes kissing, hugging, dating, and other expressions of romantic desire or relations.)
Sexuality
Contains expressions of sexual relations and/or sexual activity. (Possibly includes swimwear or suggestive outfits, exposure of underwear, nudity, suggestive behavior, immoral thoughts, prostitution, sexual contact and/or activities, and other sexual content.)
Violence
Contains violent activity. (Possibly includes fighting, bodily harm and wounding, killing, dismemberment, depiction of corpses, blood and gore, and other violent content.)
Fright
Contains frightful or horror elements. (Possibly includes traditional horror characters such as ghosts, zombies, vampires, or other elements of the occult, as well as moments designed to frighten. Usually used to designate games that may scare children, the Fright icon might not be found on frightening games outside of lower age ratings, even in games that fall into the Horror genre.)
Drinking & Smoking
Contains depiction or references to the consumption of alcohol and/or cigarette or cigar smoking.
Gambling
Contains gambling activities, either by depiction or in interactive form.
Crime
Contains criminal activity, either by depiction or in interactive form. (Possibly includes illegal activity, dangerous and unlawful behavior, abusive behavior, prostitution, rape, organized crime, and other criminal acts.)
Drugs
Contains depiction or references to the use of drugs and illegal narcotics.
Language
Contains profane, derogatory or bigoted language.

PEGI Pan European Game Information

PEGI Pan European Game Information

What do the labels mean?
The PEGI labels appear on front and back of the packaging indicating one of the following age levels: 3, 7, 12, 16 and 18. They provide a reliable indication of the suitability of the game content in terms of protection of minors. The age rating does not take into account the difficulty level or skills required to play a game.
PEGI 3
The content of games given this rating is considered suitable for all age groups. Some violence in a comical context (typically Bugs Bunny or Tom & Jerry cartoon-like forms of violence) is acceptable. The child should not be able to associate the character on the screen with real life characters, they should be totally fantasy. The game should not contain any sounds or pictures that are likely to scare or frighten young children. No bad language should be heard and there should be no scenes containing nudity nor any reference to sexual activity.
PEGI 7
Any game that would normally be rated at 3 but contains some possibly frightening scenes or sounds may be considered suitable in this category. Some scenes of partial nudity may be permitted but never in a sexual context.

PEGI 12
Videogames that show violence of a slightly more graphic nature towards fantasy character and/or non graphic violence towards human-looking characters or recognisable animals, as well as videogames that show nudity of a slightly more graphic nature would fall in this age category. Any bad language in this category must be mild and fall short of sexual expletives.
PEGI 16
This rating is applied once the depiction of violence (or sexual activity) reaches a stage that looks the same as would be expected in real life. More extreme bad language, the concept of the use of tobacco and drugs and the depiction of criminal activities can be content of games that are rated 16.
PEGI 18
The adult classification is applied when the level of violence reaches a stage where it becomes a depiction of gross violence and/or includes elements of specific types of violence. Gross violence is the most difficult to define since it can be very subjective in many cases, but in general terms it can be classed as the depictions of violence that would make the viewer feel a sense of revulsion.
Descriptors shown on the back of the packaging indicate the main reasons why a game has received a particular age rating. There are eight such descriptors: violence, bad language, fear, drugs, sexual, discrimination, gambling and online gameplay with other people.
Bad Language
Game contains bad language
Discrimination
Game contains depictions of, or material which may encourage, discrimination
Drugs
Game refers to or depicts the use of drugs
Fear
Game may be frightening or scary for young children
Gambling
Games that encourage or teach gambling
Sex
Game depicts nudity and/or sexual behaviour or sexual references
Violence
Game contains depictions of violence
Online gameplay
Game can be played online






Extended Consumer Advice
This is specific information explaining why a game received its classification. A number of examples are listed below:

Contains: extreme violence, criminal techniques, glamorisation of crime, strong language

Contains: comic violence

Contains: nudity, strong language, unrealistic violence


Entertainment Software Rating Board


Entertainment Software Rating Board


FTC ESRB Rating Quiz

Media in the Lives of 8- to 18-Year-Olds


A national survey by the Kaiser Family Foundation found that with technology allowing nearly 24-hour media access as children and teens go about their daily lives, the amount of time young people spend with entertainment media has risen dramatically, especially among minority youth. Today, 8-18 year-olds devote an average of 7 hours and 38 minutes (7:38) to using entertainment media across a typical day (more than 53 hours a week). And because they spend so much of that time 'media multitasking' (using more than one medium at a time), they actually manage to pack a total of 10 hours and 45 minutes (10:45) worth of media content into those 7½ hours.

Generation M2: Media in the Lives of 8- to 18-Year-Olds is the third in a series of large-scale, nationally representative surveys by the Foundation about young people's media use. It includes data from all three waves of the study (1999, 2004, and 2009), and is among the largest and most comprehensive publicly available sources of information about media use among American youth.
 Press  ReleasesNews Release

Reports,  Studies  and Toplines IconReport: Generation M2: Media in the Lives of 8- to 18-Year-Olds
The report was released on Wednesday, January 20, 2010, at a forum in Washington, D.C., that featured the chairman of the Federal Communications Commission, media executives, and child development experts.
Video  Audio Icon Webcast of the event

podcast Podcast of the event

PDF IconAgenda (.pdf)

PDF IconSpeaker Biographies (.pdf)

PDF IconPresentation (.pdf)

Video  Audio Icon Documentary: Profiles of Generation M2



Information provided by the Program for the Study of Media and Health
Publish Date: 2010-01-20

2010年3月9日 星期二

Gamers

Gamers (generations) by K. M. Kapp, 2007
  1. Gamer 1.0 (birth 1961-1970, gaming 1971-1980, game: Pong)
  2. Gamer 2.0 (birth 1971-1980, gaming 1981-1990, game: Pac-Man, Spac Invaders, Battlezone, Super Mario Brothers, Tetris)
  3. Gamer 3.0 (birth 1981-1990, gaming 1991-2000, Myst, Zelda, Tomb Raider, Diablo, EverQuest, Super Mario 64)
  4. Gamer 4.0 (birth 1991-2000, gaming 2001-2010, SimCity, The Sims, Halo, World of Warcraft, America’s Army, Grand Theft Auto 3)

Traits of Gamers
(in K. M. Kapp 2007,from J Beck & M Wade)
  1. Problem solvers
  2. Multitasking
  3. Competitive
  4. Resilient
  5. Confident
  6. Sociable

Attributes of Gamers
(by K Dini, psychiatrist, 2008)
  1. Gamers are more autonomous
  2. Gamers believe there are various routes to success
  3. Gamers attempt to work with what they have instead of waiting until situations are perfect
  4. Gamers use trial-and-error methods
  5. Gamers are more likely to ask for advice when needed
  6. Gamers adapt
  7. Gamers often feel that people can succeed with hard work
  8. Gamers believe there are benefits to risks
  9. Gamers recognize the benefit to following a grand strategy
  10. Gamers believe in personal responsibility (e.g. in MMORPG)
  11. Gamers recognize the benefits to functioning in a group (e.g. in MMORPG)
  12. Gamers learn leadership skill (e.g. in MMORPG)

2010年2月24日 星期三

2010年1月12日 星期二

2009年11月28日 星期六

Computer Games Inventory (CGI)

http://courseweb.unt.edu/gjones/computergameinventory.html

Computer Games Inventory (CGI)

Dr. Greg Jones
Dept. of Learning Technologies
University of North Texas

What is it?

The Computer Gaming Inventory (CGI) was created in the Spring of 2006 at the University of North Texas as a result of discussions with Educational Computing doctoral students. There was a need to measure gaming use and attitudes, but there was little success finding an existing instrument in the literature. One recent attempt to measure computer game use and attitudes in a small sample of college students was the qualitative survey performed by Pew Internet and American Life Project (Jones, 2003). However, we desired a quantifiable questionnaire that would be easy to deliver online to college students and in the future to K-12 students. Therefore, we adapted elements from the Pew study, and then added questions based on our content expertise as well as demographic questions, to create our Computer Gaming Inventory (CGI).

Version 1

The verison 1 instrument is a ninety-six question survey consisting of two sections: (1) computer gaming types and frequency (66 questions), and (2) attitudes towards computer and video games (30 questions). Although the CGI seems lengthy, we found that college students can take the survey in less than 15 minutes.

The initial pilot stuides showed that the instrument does indeed measure computer game attituides and the frequency of use. The AERA paper in the publications section has the initial details on the factor analysis.

Two full stuides at both UNT and TCU started in the fall of 2007 using the instrument with over 800 college students involved in both stuides. The initial TCU data is being presented at the 2008 AACE SITE conference. The UNT study will not be complete until the end of spring 2008, when its analysis will begin. The instrument is scheduled to be used in two Texas High Schools during 2008, which will be our first look at its use in a K-12 setting.

We are planning to complete the full analysis of version 1 by the end of 2008. When completed, this web page will be updated again to reflect the research discovered. If you want more information about the instrument, e-mail Dr. Jones (gjones@unt.edu).

Publications

Jones, J. G., Copeland, B., & Kalinowski, K. (2007). Pre-service teacher's attitudes towards computer games. In Proceedings of the American Educational Research Association. Chicago: American Educational Research Association.

Gratch, J., Maninger, R., Jones, J. G., & Kely, J. (2008, March). Video games in education: Do they have a future? Society for Information Technology and Teacher Education International Conference, Las Vegas, NV.

2009年3月31日 星期二

10 Mobile Social Networks to Check Out

http://www.readwriteweb.com/archives/10_mobile_social_networks.php

Written by Richard MacManus / June 9, 2008 6:00 AM / 27 Comments


Earlier today we covered a mobile social network called Buzzd, which will be featured at the music festival Bonnaroo. In this post we outline 10 mobile social networks to keep your eye on. It's a developing field - and there are issues such as hardware compatibility to overcome - but we expect some of these services to make a big impact in the next year or two. Because, as Sarah Perez recently noted, with 975 million Mobile Web users expected by 2012, this is a potentially very lucrative market.

Of course our list is subjective, so please leave a comment if we missed one of your favorites. Also let us know your thoughts on social networks going mobile. We've written before that MySpace, Facebook, and MSN are the leading mobile services - and March stats indicated that MySpace is the leader. But surely there will be one or two unknowns who rise to capture this nascent market. So with that in mind, here we go...

If you enjoy this post, please digg it by clicking here

Dada

Dada is a mobile SNS that enables users to update personal blogs with pictures and video, download mobile entertainment, connect with and meet other local singles in real time and stay in contact with all their friends. Dada can be used on both PC and mobile and dada.net is its portal destination page. The 3 main products within the portal are Dada Dating, Dada Life (personal space and social networking), and Mobile Entertainment.

See: Dada Leads Mobile Social Networking Charge

Strands

Recommendations company Strands started out as a music discovery mobile social networking service. Its mobile features include a mobile Web portal, a personalized radio station, and a personal version of partyStrands (its service for party organizers, bars, clubs and DJs). Strands' mobile social networking service basically enables its users to find music and network with their friends via their mobile phones.

See: MyStrands Revamp - More Integration Between Mobile, Online and Physical Worlds

Itsmy

The itsmy.com mobile community wants to be MySpace for your phone. By connecting people and content in both the U.S. and E.U., itsmy has already gathered up more than 1 million registered mobile users with 4 million mobile home and content pages and continues to grow. Recently, itsmy announced they've now launched 100,000 personal mobile TV channels - one for each of its top 10% of content uploading customers.

See: itsmy Launches Personal Mobile Broadcasting

Frengo

In April mobile social networking company Frengo released a toolkit for development of Open Social and Facebook applications on mobile phones. The Open Social Mobile Toolkit supports MySpace, Hi5, Bebo, and Facebook and allows developers of applications on those networks to extend them to the mobile phone. In addition to extending support for the Open Social and Facebook platforms to the mobile phone, the Frengo toolkit allows developers to monetize applications via the company's social advertising platform or via premium SMS.

See: Frengo Launches Mobile Open Social Toolkit

Twango

In July 2007 Nokia acquired the media sharing service Twango. Twango combines online storage with social networking, allowing users to organize and share photos, videos and other personal media. ReadWriteWeb wrote an in-depth profile of Twango in January '07, in a post entitled Twango Tackles Lucrative Media Sharing Market. Nokia planned to use Twango to enable users to share multimedia content through their desktop and mobile devices.

See: Nokia Acquires Media Sharing Startup Twango

Shozu

Shozu is not strictly speaking a social network, but it enables you to share your videos and photos via your mobile phone - e.g. from your Flickr account, YouTube, Facebook. RWW reader Honor said in a past post that "it allows me to send the pictures I take with my n80 to Facebook and share with my friends, or email people pictures while I am at an event, shopping for stuff for them etc..."

The final 4 services are from Corvida's post on ReadWriteWeb entitled: The Future of Mobile Social Networks: 4 Promising Services

Brightkite

We recently profiled Brightkite as a winning mobile social network in the arena. Brightkite allows for your network of friends to keep track of where others may be at any moment. Since no GPS is required, users can send updates to the service via text messaging or email, to update their profile with location updates, pictures, and notes. With a host of privacy settings to prevent any form of stalking, Twitter users are increasingly using the network to update friends with status locations sent to their Twitter streams. Brightkite may be one of the best mobile networks to use, especially when going to a conference or big event in town.

Zyb

Taking a different approach from Brightkite, Zyb aims to be a mobile contact organizer for your social network. While we already have our address books for this, Zyb looks to provide a way for you to backup and synchronize your contacts online. You can store your phone numbers, calendar and texts, manage this information online, and transfer your information to a new phone if there ever comes a time. You can also use Zyb to find out who has you in their phones as a contact and even discover friends of friends. Think of Zyb as an expansion on your Facebook pictures and contacts only more mobile.

Groovr

Groovr is your mobile network's night out on the town. Post a picture, message, or video to your Groovr profile and have it sent to all your friends too. Instant chat? Groovr's got you covered. However, some of these features are redundant. Can't we already send messages, pictures, and videos to our friends without a third party? The only feature we found remotely unique is a city's Explore page on Groovr. All of your posted items are sent to the corresponding cities Explore page. Here's a peek at San Francisco on Groovr:

Fon11

Developed by MoBlast Technologies, Fon11 could become the hottest mobile social network for the iPhone. With a nice UI (of course) and great features like the ability to see just how far away your contacts are from you, availability status messages, visibility settings and more, it seems Fon11 has a lot more to offer than the rest of the pack. Fon11 has already been ported to Android and Nokia Web Runtime with development plans in the works for J2ME and Windows Mobile platforms. While GPS remains an issue through no fault of Moblast, we've been assured that there are many strategies in development to find a resolution.

We hope you enjoyed this look at 10 interesting and exciting mobile social networks. The information in this post came from a variety of past ReadWriteWeb articles and we will continue to explore this promising market. In the meantime, please list your favorite mobile social networks in the comments below.

See also: Mobile Web Trends & Products, March '08 Update