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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 2006 Category

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Cracking the XX Factor: How Devs Can Turn Women Players into Buyers
Price:$5.95

SKU#: GDC-06-061
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Description: What does it take to reach the female demographic through advertising? Join these professionals as they discuss different elements of successful campaigns.

Defining the Next Generation of Real-Time Characters
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SKU#: GDC-06-040
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Description: This one-hour session covers attributes and features that truly define your character as being next gen. It gives artists solid points to take to designers and programmers so their characters are more than just superficial upgrades. Go beyond just normal maps and higher resolution and learn what it really takes for your characters to be considered next gen!

Big Screen to Game Console: Case Studies
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SKU#: GDC-06-025
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Description: Explore the challenges and benefits of close collaboration between film producers and game developers for translating film properties into interactive games.

Application Security: Testing Your Game For Security
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SKU#: GDC-06-019
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Description: Get a power-up against hackers. Protect your code and your IP. Find out what tools hackers have and what you can use to fight back.

Player-Centric Game Design Workshop
Price:$5.95

SKU#: GDC-06-010
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Description: This workshop presents Ernest Adams' theory of player-centric game design, then lets the participants put it to practical use in a hands-on session.

Engineering Issues in Multiplayer Game Development
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SKU#: GDC-06-009
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Description: This tutorial addresses advanced engineering techniques for online games, such as: mixing single-player and multiplayer game code; engineering for performance; reliability and security in server-based games across years of operations; and the difficulty of testing non-deterministic multiplayer logic.

Creativity Boot Camp 2006
Price:$5.95

SKU#: GDC-06-005
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Description: This session targets the mental and creative capabilities of game development professionals and provides the tools, knowledge, and exercises to enhance creativity, specifically the problem-solving skills that are at the heart of game development and design.

Graphics Rendering With OpenGL ES
Price:$5.95

SKU#: GDC-06-004
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Description: Brought to you with the collaboration of the industry's leading OpenGL ES hardware and software vendors, this day-long tutorial provides an in-depth look at the latest technologies in OpenGL ES and how they can be applied to cutting-edge game graphics.

GDC 2006 Visual Arts Track
Price:$99.95

SKU#: GDCAUD-06-CD-ART
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GDC 2006 Production Track
Price:$99.95

SKU#: GDCAUD-06-CD-PROD
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GDC 2006 Programming Track
Price:$99.95

SKU#: GDCAUD-06-CD-PROG
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GDC 2006 - GDC Mobile
Price:$99.95

SKU#: GDCAUD-06-CD-MOB
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GDC 2006 Game Design Track
Price:$99.95

SKU#: GDCAUD-06-CD-DES
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GDC 2006 Business & Management & IGDA
Price:$99.95

SKU#: GDCAUD-06-CD-BANDM
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GDC 2006 Audio Track
Price:$99.95

SKU#: GDCAUD-06-CD-AUD
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GDC 2006 Serious Games Summit
Price:$99.95

SKU#: GDCAUD-06-CD-SGS
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You Can (Not) Be Serious!
Price:$5.95

SKU#: SGS-GDC-06-029
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Description: Most major commercialized companies operating in and around the games industry are no doubt asking how they fit –or don't fit– into the burgeoning serious games field. In some cases, they may be wondering if any foray into the space is at all a serious pursuit. At the same time, many are finding that the even if they don't explicitly embrace the area, the broad public investigation into serious games is bringing it to their doorstep regardless. Whether it would be the use of a game in a classroom, a mod of a title for serious purposes, or researchers applying games for previously unimagined means, it is getting harder to escape the impact of serious games. But what if instead of standing idly, major companies began embracing the idea of serious games or even just the general notion of community created applications? Linden Lab's SECOND LIFE, an online world and platform for development, is doing just that and is finding out that

Broadening Our Idea of What Games Can Be
Price:$5.95

SKU#: SGS-GDC-06-028
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Description: It may seem that all games have goals, but a number of recent hit games have demonstrated that a game can be interesting because it has weak or non-existing goals. Hits such as the GRAND THEFT AUTO series, WORLD OF WARCRAFT, and THE SIMS may be very different games, but they all share the fact that the player is free to perform actions that do not simply work towards a single game goal. If serious games are to reach a broader audience, they must learn from recent developments in game design.

In his presentation, Juul demonstrates how weakening or removing the game goal works can make a serious game cater to a wider audience. He discusses how to open-up a game to different styles of playing, how to make it more expressive, and how to increase playing time and the variation that a game can provide. Juul also outlines several tips for when to remove or weaken the goal of a game and how to create serious games systems that can sustain the interest of a variety of different player types.


Can Serious Games Work in 45-Minutes?
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SKU#: SGS-GDC-06-027
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Description: The average K-12 class is 45-minutes long. The average college class is 60-minutes. Even if there are longer sessions planned most commercial games easily outstrip the allotted time two to three class sessions provide. This begs the question of how do games and class structures adapt to one another. The options include games that work in small bites, changing the nature of class structures, building supporting tools to aide in-class use, and more.

This panel debates some of the critical issues in an attempt to outline 5-10 critical recommendations to schools, developers, and the serious games community at large, as it relates to this proverbial square peg in round hole issue.


Game Environments and Post Traumatic Stress Disorder
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SKU#: SGS-GDC-06-026
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Description: In recent years, the field of virtual reality (VR) psychology has made great strides in understanding how controlled virtual environments can help aide people in recovery from post-traumatic stress disorder (PTSD). Whether it's war veterans or survivors of terrorist attacks or natural disasters, PTSD is a debilitating illness with incredibly high costs both societal and personal.

Critical to VR based treatments is the ability to create rich environments that allow the therapist to control the environment and gently bring the patient face-to-face with imagery, aural, and other sensory cues that precipitate the onset of stress and anxiety caused by a traumatic event. For years traditional VR tools had been used and with them the essential promise of VR treatment for PTSD has been established. Today many practitioners in the field are turning to game-based technologies in order to improve the environments, the application frameworks for their delivery, lower-costs, and improve turnaround time as this field heads toward wider rollouts and usage.

In this session, Rizzo provides a core overview of how game-based technologies and developers are working with researchers to create a new-generation of PTSD tools for therapy. Hollander describes his team's efforts on therapy applications for Iraq war Veterans and showcases an environment that helps victims of terrorist bus bombings in a presentation entitled,


Serious Games Case Study Blasts
Price:$5.95

SKU#: SGS-GDC-06-024
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Description: The case blast format is back to the third annual Serious Games Summit @ GDC! The original format from the first year say 5-6 projects showcase critical work and findings in six-minutes. This rapid fire format made it possible to share with the audience a diverse field of projects and offer some useful thinking into the variety of ways games are being applied into new fields. This year the format is improved as it features five case studies each 20-minutes in length. These include the following presentations:

•Kids Interactive Community: an innovative cross-media platform for integrating gaming, virtual environments and traditional children's programming.
•CO2FX: a web-based game for teaching middle and high school students about the political, economic, and scientific issues underlying global climate change.
•F2C2: Future Force Company Commander game on how to create a game to promote the future combat systems.
•University of Illinois at Chicago discuss the development of a mass multiplayer online simulation, designed to train public health workers to effectively respond to a bioterrorism attack or natural outbreak, such as pandemic flu.
•U.C. Irvine presents its project Dino-Dance, a heterogeneous media system for interactive play and learning


What's Wrong With Serious Games?
Price:$5.95

SKU#: SGS-GDC-06-023
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Description: There are many who would kill for the positive press and momentum the serious games field has obtained. But before we get too full of ourselves, perhaps we should foster some serious discussion about everything that is wrong with serious games.

Taking a hard look and resetting the expectations for things is the goal of this session. Panelists gather for a frank discussion about the raw problems the serious games field is facing today and in the years ahead. This open conversation focuses on peeling back the promise and looking at the hard issues that can be overcome before it's too late. These include current research shortfalls, funding issues, business model needs, and the lack of a consensus on whether games truly offer any real advantage over other solutions for learning.

In the end it's hard to argue anything is truly wrong with an emergent industry growing as well as serious games. By assembling some of its best boosters to tear it apart we can do so from a constructive standpoint- something critics of serious games are not apt to do.


Two Approaches for Learning Within Games
Price:$5.95

SKU#: SGS-GDC-06-022
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Description: This session features exciting reviews of two great projects, each taking different approaches toward engineering, but hoping for the same results. In one project, M.I.T. developers have modded a popular off-the-shelf entertainment title for teaching language. In another project, Tabula Digita created a highly polished 3D game environment titled DIMENXIAN for teaching algebra.

Both are using major immersion approaches that integrate the core learning requirements into the overall goal of the game and its interface. During this session each project will showcase its learning and engineering approaches, supporting research, and early results from field tests.


Serious Play: At The Edge of Education Gaming
Price:$5.95

SKU#: SGS-GDC-06-021
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Description: A collection of the most prominent academic and serious game developers go beyond show and tell to demonstrate case studies of design solutions which explicitly address social issues, values issues, and educational concerns. The goal of the session is to not only raise awareness but to present the successes and pitfalls of this alternate game making approach.

To this end, Ian Bogost details a case study showing the effectiveness of a political game, while detailing the challenges faced in distilling real world issues into simple web-based games. Randy Pausch, creator of the ALICE program at Carnegie Mellon, discusses how his team’s efforts to teach computer programming over a 10 year research period have led them to using games as one form of programming education. John Maloney presents his latest project SCRATCH, and discusses whether or not creating games using the environment helps make a better learning tool. Mary Flanagan discusses the values questions in developing educational games targeted at a neglected audience: middle school minority girls, demonstrating the tensions in character representation and game design between what the target audience desired and the game developers and interested stakeholders wished to create. Finally, Ken Perlin shows several educational game prototypes in mini-case studies to see which approach to play is effective for computer science and language learning.



Playing 4 Keeps: Teenagers Making Games in a Youth Development Context
Price:$5.95

SKU#: SGS-GDC-06-020
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Description: What happens when teenagers become game designers in an after-school setting, treating serious games as a form of youth media? How do you develop non-didactic, critical thought about a social topic within a game's core mechanics? How does a non-profit work with a for-profit game developer to create a professional-level casual game? How can a youth organization develop games design curriculum to develop global citizens and community leaders? How can evaluative methods be incorporated into the game design?

Hear about all this and more when you learn about Global Kids' innovative Playing 4 Keeps program, funded by Microsoft Corporation. Hear directly from the youth, educators, and game designers involved and get a sneak peak at their first game.



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