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Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


GDC 2007 Category

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Big Game, Little Game
Price:$7.95

SKU#: GDC07-4426
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Description: A game is always something more than what comes in a box. A game is all of the things we do with, in, and around a game: the roles we play, the norms we follow, the rules we obey, the goals we set. Big Game, little Game looks at how designing a serious games also means designing the frameworks in which players make sense of what happens in the games: the serious learning systems in which serious games are played. Through vivid case studies based on a decade of research and controlled studies, Big Game, Little Game shows how to design and use games to help players learn the knowledge and skills they need to succeed in a complex world.

Scaffolding Expert-Novice Learning and Decision-Making Within a Simulation-Game
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SKU#: GDC07-4425
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Description: Learners often need support to be successful in a game-based learning environment. One way to support learning is through the use of scaffolds. Scaffolds are tools, strategies, and guides that enable students to develop understandings beyond their immediate grasp. Several scaffolding frameworks have been proposed to provide guidance on scaffolding for open-ended, learner-centered environments. Yet critical questions remain with regard to how to design scaffolds that account for a learner's level of expertise. From research on cognitive load, we do know that excessive or insufficient support can hamper the learning process.

A Practical View on Interactive Storytelling: Drama Games
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SKU#: GDC07-4424
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Description: Almost since the birth of the game industry, a lot of talking and writing has been going on how could games express a meaningful story, a profound experience to its players. This session tries to stop with all the talking and writing for once, and show some practical demos on how we can use interactive storybuiding tools to create games that don't only explore territories, but can explore ideas and emotions as well.

Cool School: An Inside Look at a Federally Funded Conflict Resolution Game and Interactive Tool for Classrooms
Price:$7.95

SKU#: GDC07-4423
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Description: Part computer game, part educational tool, COOL SCHOOL: Where Peace Rules! is a whimsical interactive website that teaches five to seven-year-olds (grades K-2) how to resolve familiar interpersonal conflicts peacefully in a fun, colorful, imaginative way. Commissioned by the Federal Mediation and Conciliation Service and funded by the Federal Government, the program launches in public schools in 2007.

Teaching Kids About Nutrition Through Edu-Gaming in Whyville.net
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SKU#: GDC07-4422
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Description: More than one in six children and adolescents are considered overweight or obese, according to the Centers for Disease Control and Prevention. Based on principles of constructivist, inquiry-based learning, Whyville.net is the leading educational virtual world for kids and teenagers. This session discusses WhyEat, an interactive edu-gamebuilt in partnership with the University of Texas Health Science Center at San Antonio to sensitize children and young adults to the crucial importance of good nutrition and its impact on the quality of one's life. In Whyville, citizens' nutritional choices impact the virtual health of their avatars. WhyEat teaches them to interpret nutritional information and food labels and to seek advice from the dietitian to keep their avatars in good health.

Behavioral Theory in the Design of Serious Games
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SKU#: GDC07-4421
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Description: Behavioral theory has provided the foundation for behavior change programs in regard to a broad variety of health related or other behaviors. Serious games also need to be guided by behavioral theory. This presentation covers the key constructs in several behavioral theories: Social Cognitive Theory, Theory of Planned Behavior, Social Inoculation Theory; and the corresponding behavior change procedures: goal setting, practical knowledge training, skill training, temptation resistance, tailoring. Examples are provided from several published, peer reviewed outcome evaluations of serious health related games. Future serious games research must assess behavioral outcomes and the role of theoretical constructs mediating or moderating these outcomes.

Persuasive Games: Introduction to Procedural Rhetoric
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SKU#: GDC07-4420
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Description: Videogames are an expressive medium. They represent how real and imagined systems work. They invite players to interact with those systems and form judgments about them. As part of the ongoing process of understanding this medium and pushing it further as players, developers, and critics, we must strive to understand how to construct and critique the representations of our world in videogame form

Next Generation Conversational Characters for Serious Games
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SKU#: GDC07-4419
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Description: The serious games community has an ongoing need for design and technology solutions that allow for the creation of deeply interactive, expressive characters capable of conversing in natural dialog integrated with physical action. This presentation begins by highlighting the core challenges in creating such characters, including the need for procedural behavior, pragmatic and robust natural language understanding, and authoring solutions usable by designers with light programming experience. This is followed by an in-depth case study of a working architecture and authoring system, developed and applied over the past several years by the authors, to create characters for both the critically-acclaimed interactive drama Facade as well as military training prototypes at USC's Institute for Creative Technologies. The session concludes with a discussion of further serious game application directions.

Testing Assumptions: Creative Approaches to Gathering Evidence of Serious Game Impacts
Price:$7.95

SKU#: GDC07-4418
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Description: Serious game designers are dreamers. They believe in the transformative power of this evolving medium to inspire, to engage, to move players from novice to expert, to empower, to persuade, to communicate cultural values and professional practices. Grand expectations inspire creation, but designers, funding agencies, and adopters of serious games must seek evidence of observable outcomes.

Colonial Williamsburg: Revolution Postmortem - How Commercial Game Engines Affect Pedagogical Design
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SKU#: GDC07-4417
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Description: The Colonial Willaimsburg: Revolution project at MIT was an early serious games initiative that used Bioware's Neverwinter Nights engine to create an online history game prototype for classroom use. Bioware's engine was originally intended for creating fantasy role-playing scenarios, and the postmortem explores how the long-standing genre conventions inherent in Neverwinter Nights created unique barriers to achieving a classroom-ready historical simulation. Several examples are taken from the development of Revolution to showcase how using the Neverwinter Nights engine profoundly shaped the pedagogical goals of the project.

Location-Based Learning with Mobile Games
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SKU#: GDC07-4416
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Description: What types of learning can happen when we play videogames into the real world? Augmented reality (AR) games and location-based games mix the real and virtual worlds and can potentially affect the way participants experience and learn from a place, such as a historic site or local town. In this presentation, a novel educational AR game, Reliving the Revolution (RtR) is discussed to show how spatial, location-specific, kinesthetic elements of the game can affect the participants' learning and engagement. RtR takes place in real-world Lexington, Massachusetts and participants use a GPS-enabled PDA to gather historical evidence and try to figure out who fired the first shot at Lexington.

Serious Accessibility for Serious Games
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SKU#: GDC07-4415
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Description: Many serious game developers want to create more accessible games but are not sure where to start and legal pressures are mounting, stepping up the need for serious games developers to learn about game accessibly to ensure that their games can be legally used in the classroom and in training situations. Inspired by the challenge of helping designers make those first steps toward including game accessibility principles, panelists from the IGDA Game Accessibility SIG present design tips that help serious game designers create games that are accessible to more.

Testing Techniques, Tools, and Tips
Price:$7.95

SKU#: GDC07-4413
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Description: This session will focus on ways to improve test coverage and bug tracking. Identifying which test cases will uncover the most bugs and how to identify new areas to test will help with both coverage and efficiency. Effective recruiting of test teams and how to cover multiplayer demands on resources will also be discussed. Testing FPS, RTS, RPG and other game types will compared and unique issues identified.

The Importance of Audio In Gaming: Investing in Next Generation Sound
Price:$7.95

SKU#: GDC07-4412
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Description: This panel examines the role and importance of gaming within the game development and marketing process. Specifically it seeks to address the question of whether the right sound enhances gameplay and/or game sales. Through an interactive panel discussion, we will seek to assess what role audio plays within the development process and share best practices for efficiently delivering the best possible sound experiences.

Building Bridges: How to Develop Social Networks as Part of Community Management
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SKU#: GDC07-4411
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Description: This is a lively discussion for designers and community managers alike; it demonstrates the importance of social networks and how they can provide a good viral tool for brand building.

Innovation Beyond Play: Other Things Gamers do With Games
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SKU#: GDC07-4410
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Description: As part of an effort to inform the public about what gamers are doing with games, and to mine gamers for ideas for new applications for gaming, Ben Sawyer of the Serious Games Initiative and consulting firm Digitalmill has assembled a knowledge-base of interesting (and often unintended) behaviors, outputs, and cultural developments related to games themselves.

Cinematic Game Design II: Storytelling
Price:$7.95

SKU#: GDC07-4409
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Description: This session analyzes how specific films use sophisticated cinematic techniques to tell stories, then gives concrete examples of how these same techniques can be applied to gameplay.

Your Own Game Studio in Six Months: Bootstrapping Core Through Casual
Price:$7.95

SKU#: GDC07-4401
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Description: Now that next generation games and budgets are the "norm", how can you possibly hope to start your own independent studio? This course describes specific resources and techniques for quickly and enjoyably starting an independent core game studio through casual game development.

Casual Games Summit 201 (209) (Tue)
Price:$7.95

SKU#: GDC07-4400
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Description: The Casual Games Summit is the one-stop place to learn everything about the casual games space. The second day, Summit 201, is advanced and forward-looking topics for people who already have experience in the casual game space or who attended Summit 101.

It's More Than Making Coffee: Interns - How to Grow Your Team From the Ground Up
Price:$7.95

SKU#: GDC07-4399
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Description: This lecture discusses developing and maintaining successful internship programs from both the developer's perspective and the student's perspective of getting in the door and then making the most of it.

Music Licensing for the Next Generation
Price:$7.95

SKU#: GDC07-4398
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Description: Next generation consoles capabilities and their online presence pose interesting challenges to music licensing - this is largely due to the ability to download and store content on your hard-drive. SCE London Studio has huge ambitions for games such as SingStar to have an on-line store allowing players to customise their own track list and the game to a high level. This has meant the licensing process has had to be reviewed. Exploring these areas in greater detail the session will cover the challenges that were encountered and how these were overcome.

Interactive Cinematography
Price:$7.95

SKU#: GDC07-4395
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Description: Film has developed a set of camera rules and influences that have become the language of cinematography. For some reason, its wealth is largely unapplied to the camera in video games. This lecture is about learning from other mediums and figuring out how to go beyond with interactivity's possibilities.

4D in Zero Space: Living Games with Procedural Textures
Price:$7.95

SKU#: GDC07-4389
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Description: During this session, Sebastien Deguy explores the possibilities offered by the most advanced procedural texturing techniques to add one dimension to 3D games: time. All of that in zero space, thanks to the procedural nature of the trick.

Tip of the Iceberg: Future of Games and Entertainment Resides Online
Price:$7.95

SKU#: GDC07-4283
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Description: Let's talk dollars and sense: developers need new revenue streams, the content markets need an infusion of creativity, masses need a common platform, publishers need to build new audiences. This panel offers a glimpse into the future and the business opportunities awaiting the interactive entertainment industry at large in a massively connected world.

LucasArts: True Next Generation Gameplay in Service of Story & Character
Price:$7.95

SKU#: GDC07-4282
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Description: LucasArts is determined to lead the way into the next-gen console gaming renaissance by focusing on true gameplay innovation. While higher polygons and sophisticated shader technologies are important, offering gameplay experiences that simply were not available in the previous console generation are paramount and will truly drive the industry forward. Haden Blackman, Project Lead for LucasArts' first next-generation Star Wars title and Denny Thorley, President of Day One Studios (which is developing an unannounced next-generation title for LucasArts) will discuss gameplay innovations in each title, made possible by Digital Molecular Matter from Pixelux, euphoria from Natural Motion, and internally developed technologies at LucasArts, Industrial Light and Magic, and Day One Studios.


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