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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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Mass Audience Issues for Serious Games
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SKU#: SGS-GDC-06-018
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Description: The predominant audience for mainstream games is the 15-25 year-old-male demographic. Game companies have been honing that market for years. Social change games -or any group in the serious games community- require extra focus on our ability to reach game audiences that the industry hasn't reached or has been unable to reach for different reasons.

This session answers key questions, such as: •What lessons do we learn from the mainstream industry and what new models must we pursue?
•Can we look at the elements other media have used when branching into new areas, such as documentary film or educational TV?
•What does the


A Corporate Learning Look at Games
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SKU#: SGS-GDC-06-017
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Description: What is the real and active interest of corporations in exploring serious games? To date only a few major corporate customers have engaged the idea of serious games in a meaningful way. As many experts in serious games have said corporations will be the last to the party. So what are they doing now? What can we learn from early explorations of the serious games field? What does this tell us about the future prospects for corporate serious games?

In this session, Mark Oehlert from the MASIE Center's Learning Consortium and Brent Schlenker from Intel, outline the corporate issues for serious games and provide specific insight into a corporate serious game exploration project happening in Second Life.


The State of Cognitive Exercise with Digital Gameplay
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SKU#: SGS-GDC-06-016
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Description: In 2006 PopCap Games and The Games for Health Project announced a joint research initiative to look at the cognitive health benefits of digital gameplay. The goal of this effort was to look at the potential applications, commercial, and non-commercial aspects of cognitive exercise. The project was jointly underwritten by PopCap and Games for Health, and it represented the first major project between a Serious Games Initiative effort and a major game development company.

With an increasingly aging population in many developed countries the field of cognitive exercise is growing. Advocates of cognitive exercise say it is equally important for people to exercise their minds as well as their bodies. In Japan, a series of popular brain exercise games for Nintendo's DS platform have been major commercial successes. In the U.S. several companies offer mental workout products. However, it's not clear what's good and what isn't or how or whether existing underlying scientific research has been effectively applied.

The goal of the work is to summarize past and present efforts. It also is looking at existing public perceptions of cognitive exercise and expert opinions on whether digital games offer any specific comparative advantages over other sources of cognitive exercise.

In this session, Games for Health presents the summary findings of this research and outlines both needs for further research, as well as how current and future research may shape the market opportunity for this new trend in the game and games for health fields.


Pedagogy Case Study Blasts
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SKU#: SGS-GDC-06-015
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Description: The serious games space is made up of many important constituencies and work areas. One of the most important involves general research into classroom application, instructional design, and general pedagogical issues involving technology, multimedia, learning, and of course: games.

During this 100-minute session, five projects will summarize specific project and research findings that help advance our understanding about the usage of games to teach, train, and motivate in educational settings. The presentations are:

•Using Player Research to Mediate Battles Between Pedagogy, Learning Content, and Fun
•The Great Divide: Seven Core Tensions Between Schools and Games
•Expanding the Magic Circle: Designing Play Spaces for Learning
•Designing Games with Explanatory Transparency for Better Learning and Understanding
•Collateral Learning: Online Games for 21st Century Skills


Real Teachers: Real Games
Price:$5.95

SKU#: SGS-GDC-06-014
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Description: The trend of using commercial-off-the-shelf games in classrooms has gained more traction in the last few years. More and more innovative educators are finding acceptable uses for mainstream commercial entertainment titles as part of their efforts. Past summits have focused on research on this phenomenon. At this year's summit, the goal is to shine a spotlight on specific usage and bring forth the actual educators to share their unique experiences with commercial off-the-shelf (COTS) games in the classroom.

Attendees to this session should take away not only more insight into how to tailor COTS titles for more successful use in non-entertainment settings but also general insight into how games (COTS or targeted projects) will work in schools today.


Business Model Case Study Blasts
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SKU#: SGS-GDC-06-013
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Description: The development of the serious games space is dependant on several efforts, such as advances in design, pedagogy, and technology. Past summits have focused heavily on these elements and sparingly on business development models and advancements, partially because the predominant model in serious games has been work-for-hire. As the field grows, however, it experiences a wider variety in business models as developers seek to find ways to make the market work for them. It's clear that for the serious games market to grow, it needs the amount of work that isn't entirely work-for-hire and custom built to be lower. Doing this requires new ways of doing business, raising capital, distributing, and selling product.

Speakers spend the first of a 100-minute session detailing current efforts and tips for moving beyond the work-for-hire model. The second half of the session includes a panel discussion which addresses the needs of and offers a roadmap for improving the overall business climate for serious games including ideas for tools, publishing models, consortium approaches, and more.


New Interfaces for Serious Games: Case Study Blasts
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SKU#: SGS-GDC-06-012
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Description: With the Nintendo DS, dancepads, EyeToy, and the upcoming Revolution controller the last year in gaming might well have been the era of new input interfaces. The game industry and players are quickly realizing that new input and interaction methods can open up new and important game opportunities.

In the serious games space, such new input and interaction methods are incredibly important as such devices and interaction models may enable incredible new applications for serious games. These include therapeutic games for stroke victims, new forms of entertainment, or new learning games for things like writing.



Advergaming, Game-Based Messaging, and Marketing II
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SKU#: SGS-GDC-06-011
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Description: Advergaming is arguably one of the sub-sectors within the serious games industry that's the furthest along in the space. Previous Serious Games Summits have spent little time exploring and outlining the field of advergaming, game-based messaging, or even the growing trend of using games and game culture as overall marketing approaches. Yet the field continues to grow in dollar value and impact.

This year, a four-hour block of advergaming content is presented over two-days which explores all aspects of the advergaming and game-based market field including:
•Stand-alone casual advergames
•Large scale advergaming efforts – such as AMERICA'S ARMY and NAVY STRIKE & RETRIEVE
•In-game product placement
•The role of original games in driving PR
•In-game billboards and video advertising
•Marketing and sponsorship tie-in projects, such as pro-gaming leagues
•Non-profit and social messaging, such as CATCH-THE-SPERM
•Propoganda and political advertising

By exploring the commercial, social, and psychological aspects and impacts of advergaming, attendees learn more about how games are impacting a significant industry and organizational tool. This session explores commercial-marketing, governmental, and non-governmental efforts.

AGENDA

• 10:15-11am: Kenny Rosenblat, Dave Madden, Gerard Lafond, Kim Gregson,


Politics, Religion, and Ideology: New Approaches to Biased Games
Price:$5.95

SKU#: SGS-GDC-06-010
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Description: Many strategies for commercial game development transfer directly into the serious games space, such as approaches to graphics, physics, and networking. But the goals of many serious games require more complex, subtler ways of representing human interaction. Current games in this space tend to skin action or simulation games, hard coding the ideological content and thus limiting the degree to which player interaction can engage the issues explored by the game. In particular, many serious games need characters and situations that respond based on complex social and political contexts.

In this talk, we first discuss the limits of commercial game development techniques, showing what problems are unachievable using conventional commercial design and technology strategies. Then we present an alternate approach for creating credible political contexts and consistent ideological bias for games. This approach is based on the authors’ research lab at the Georgia Institute of Technology, where we are developing general techniques for ideologically biased artificial intelligence (AI) and their application to political game design.

As a concrete example, we will describe and demonstrate a game about a particularly difficult political subject: abortion.


Better (Serious) Game Design: As Lecture and Practice
Price:$5.95

SKU#: SGS-GDC-06-009
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Description: This follow-up workshop presents a combination lecture/workshop. First, a lecture on the most critical underlying principles of game design -with a particular focus on elements unique to serious game design- is presented. The initial lecture consists of a

The Most Important Skill
Price:$5.95

SKU#: SGS-GDC-06-008
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Description: This inspriring lecture details the surprising skill that separates good designers from great ones, using examples from games new and old. Game designers need dozens of different skills, but one of them is far more important than the others, because it underlies everything else that a designer must do. Everything from fine arts to theme parks, from Michaelangelo to Mickey Mouse, illustrate how this skill can be used on your game, your team, your audience, your client, and most importantly, on yourself. This talk is designed to help you to re-evaluate and improve everything you do as a designer.

Advergaming, Game-Based Messaging, and Marketing I
Price:$5.95

SKU#: SGS-GDC-06-007
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Description: Advergaming is arguably one of the sub-sectors within the serious games industry that's the furthest along in the space. Previous Serious Games Summits have spent little time exploring and outlining the field of advergaming, game-based messaging, or even the growing trend of using games and game culture as overall marketing approaches. Yet the field continues to grow in dollar value and impact.

This year, a four-hour block of advergaming content is presented over two-days which explores all aspects of the advergaming and game-based market field, including:
• Stand-alone casual advergames
• Large scale advergaming efforts – such as AMERICA'S ARMY and NAVY STRIKE & RETRIEVE
• In-game product placement
• The role of original games in driving PR
• In-game billboards and video advertising
• Marketing and sponsorship tie-in projects, such as pro-gaming leagues
• Non-profit and social messaging, such as CATCH-THE-SPERM
• Propoganda and political advertising

AGENDA:

• 10:15-10:40am: Kim Gregson,


Virtual Worlds in Instruction: How Real is Too Real?
Price:$5.95

SKU#: SGS-GDC-06-006
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Description: This presentation details the results of a research study investigating player behavior in the virtual environment. The initial reaction of a user to a new 3-D world can vary tremendously, this study was done to help designers of these worlds predict how their target audience will behave. As technology allows simulations to become more and more realistic, this study is designed as an assessment of how the freedom of a super-explorable virtual environment can distract players from instructional tasks.

Conventional wisdom in game design places the tutorial at the beginning, and often uses gender as explanation for different game-related behaviors. This study’s results show placing tutorials at the beginning may not make sense for users that prefer exploration over instruction, and gender isn’t as predictive an element as other factors. Designers of virtual worlds can use these results to better tailor their worlds to their intended audiences and developers can use the results to gauge the level of detail they should build into the worlds they create.


Putting Games to Work
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SKU#: SGS-GDC-06-005
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Description: Interactive games will change the future of work because new workers are drawn to serious interactions that parallel playful ones. New technology can extend game sensibilities beyond entertainment and training to games as entire workspaces that parallel the richness of real life augmented by compelling play in ways made possible only by computers.

This presentation draws on new research and case studies to show how games can be designed for serious work. The most important implication of putting games to work is enhanced productivity, collaboration and job satisfaction. The presentation reviews example applications in three categories: 1) embedding information work in current games; 2) borrowing or paying players in current games to conduct work; and 3) assigning games to employees as the primary context in which they do their jobs.

The presentation includes examples of games for call center representatives, team selling, security, surveillance, medical diagnosis, and scientific collaboration.


PlastiCity: A Game for Urban Planning
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SKU#: SGS-GDC-06-004
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Description: The presentation introduces a recently developed game for urban planning. The game, based on the architectonic visions and challenges of British architect Will Alsop is demonstrated, its features are explained, and a variety of planning processes, strategies and problems are shown in detail. The presenter demonstrates how to rethink and rebuild a city, using special wands (tools) to change the city centre of Bradford (England). The technology and the gameplay of the UNREAL modification are demonstrated in gameplay and - on demand - at a scripting/ programming level. Critical analysis and discussions investigates the potential, constraints and possible improvements of the urban planning tools currently developed.

Serious Games Tutorial: Core Approaches for Serious Game Project Success
Price:$5.95

SKU#: SGS-GDC-06-003
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Description: In this two-hour session Ben Sawyer covers a specific curriculum designed to help bring developers and customers, new to the serious games field, up to speed on how to develop successful serious game projects.Drawing upon his experience developing, consulting, and designing over a half-dozen projects to date, Ben covers eight key issues serious games entrants should know more about, these include:

1. The absolute basics every project manager and developer MUST know!
2. What are the critical factors that drive success for a project at its earliest stages?
3. What critical non-game items must be executed well in addition to your finished game?
4. What are the critical roles and responsibilities for developers, SMEs, consultants and sponsoring organizations?
5. How do you shape project models that attract partners, sponsors, and users?
6. What is the role of marketing, distribution, and after-release support and how do you manage these issues?
7. What you should know about actually putting your game into use.
8. Where is the serious games market going and how to successfully keep pace?

While crunching through these issues, attendees examine specific case studies that further illustrate the good, bad, and ugly of serious games.


New Ways to Assess in Game Actions and Guide in Game Communication
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SKU#: SGS-GDC-06-002
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Description: The AMERICA'S ARMY ADAPTIVE THINKING & LEADERSHIP game is used to train Special Forces Team Leaders today. Players who are Adaptive thinkers demonstrate competencies such as negotiation, the ability to communicate effectively, analyze ambiguous situations, and be self-aware. In this presentation we discuss a new twist on the FPS and the real-time assessment of in game actions that can be applied by game designers interested in novel game play techniques.

Human to Virtual Human
Price:$5.95

SKU#: SGS-GDC-06-001
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Description: One of the biggest needs in the serious games field is for sims and simulated experiences where the player is interacting with synthetic humans. Be it a virtual patient, a troubled employee, or other human contact, there is a growing need for games that allows the practice of both: the macro (i.e. running a system) and the micro (dealing with specific personal situations) responsibilities many people face in their work and life.

Yet, for all the amazing macro-simulation gains games have achieved, human-to-human interactions are of unequal fidelity. There are two core ways around this issue: New technologies that amp-up the


The Future of Mobile Gaming and Its Enemies
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SKU#: GDCM-06-037
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Description: In his first public address since the JAMDAT and Electronic Arts merger, Mitch Lasky reveals to attendees the combined vision of the two companies, what the union means for the industry, and how it will impact the advancement of mobile game development and ultimately benefit customers around the world. Lasky will also offer his view of the future of the mobile gaming business, including trends in distribution, the viability of small publishers, consolidation, and the challenges of running a public pure-play mobile content company in today’s market environment. At the same time, he will survey the potential pitfalls on the horizon that could derail the industry before it has a chance to mature. Lasky will conclude by fielding questions from the audience.

Developer-Publisher Relationship Dynamics: From Creating to Distributing Mobile Content
Price:$5.95

SKU#: GDCM-06-036
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Description: 2005 was great a year for mobile gaming and all signs point to an even better next couple of years as the industry continues to thrive. As today’s industry is built on strong relationships and quality products, it is vital for the developer-publisher relationship to flourish beyond the once standard paper deal. This session highlights the following key topics:

* Forging a solid developer-publisher relationship
* Structuring successful deals
* Pros and cons of creating original vs. branded IP
* Multi-platform development
* Methodology – prototyping, development and design – content from concept to completion
* Creating a buzz among consumers


Mobile DLS: Creating Customized Game Sounds with Downloadable Sound Technology
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SKU#: GDCM-06-035
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Description: The next generation mobile audio technology is here. The Mobile DLS (Downloadable Sound) and Mobile XMF (eXtensible Music Format) as developed and standardized by the MIDI Manufacturer’s Association is available on mobile handsets in the market today. Not only is mobile DLS sounds compact and reusable, they are also highly customizable for every game developer’s audio needs. This session covers the tools and techniques necessary to create a library of mobile game sounds. From recording studio to finished product, learn how to make a one second sample of carrots snapping sound like bones breaking in your mobile game audio.

What's Next for Japan: An Interview with Daishiro Okada by Dan Scherlis
Price:$5.95

SKU#: GDCM-06-034
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Description: In this session, Square Enix's president and COO, Daishiro Okada, sits down with Dan Scherlis to discuss Japan's mobile marketplace, his thoughts on the future outlook of mobile gaming in Asia, and where he thinks the industry is headed. Additionally, they address topics, such as:

• Game design for RPGs
• Differences between designing for consoles and designing for mobile phones
• Trends, what's happening now, and what's coming up
• What new mobile game titles are in the works for Square Enix
• And more

Attendees get a chance to pose questions for Mr. Okada following the interview.


Music & Mobile Games
Price:$5.95

SKU#: GDCM-06-033
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Description: This panel of industry experts explores the potential for games and music on mobile phones and the creative possibilities for combining the two. Topics discussed include:

· Games as Soundtracks: Certainly music has emerged as a key component of console games. Plenty of singles and new acts are introduced via console game titles. What's needed to get the mobile platform to function in a similar way? What's missing in today's devices, business models, billing arrangements, etc. When might we expect to enjoy high quality music in mobile games? What's the timeline?

· Games with Recording Artists as Heroes: Videogames about recording artists are starting to emerge as a new category in console games –Vivendi Universal Games' 50 CENT: BULLETPROOF title is a good example. Sony Pictures Mobile pioneered a new genre with SNOOP DOGG BOXING. What's the potential for developing a game franchise around a recording artist? Is this a short lived fad, or a long term trend? Are many artists interested in building game franchises? What type of recording artist is best suited to such a franchise? What are the brand attributes of a recording artist?

· Musical Gameplay: DANCE DANCE REVOLUTION blazed a new trail in music based arcade games. This genre continues to evolve with air guitar and other forms. What about mobile? What's the potential for a game based on musical themes or rhythm? What's the potential for a game that remixes a music track, based on the input generated by your game play? Already, there is a splendid music game in NAME THAT TUNE on Verizon Wireless. Why hasn't this category been exploited more thoroughly?


Strategies for Maximizing Mobile Game Distribution
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SKU#: GDCM-06-032
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Description: Distribution is at the core of the mobile gaming industry; mobile network operators control up to 90% of distribution and are consolidating their games suppliers, making it increasingly difficult for developers and even publishers to get titles to market. What are the different strategies available for developers to get major carrier distribution, and what are the alternatives to it?

In this session, the guest speaker covers a wide range of issues such as:

·How to gain credibility with carriers
·How to approach publishers with game titles
·How to work with aggregators, distribution in emerging markets
·Off-portal distribution
·Leveraging direct marketing to consumers
·Distribution via phone-embedded games and demos


How to Put the Fun Element In Mobile Games
Price:$5.95

SKU#: GDCM-06-029
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Description: As mobile games become mainstream, the word-of-mouth on the fun factor of specific games will migrate towards its rightful place: consumer's minds. To succeed, mobile games will not only need to have a great license, but must also exploit the fun element. How is the fun factor discovered, measured, captured and expressed?

Using examples from a number of current and upcoming mobile game titles, both original IP and licensed, such as NFL QUARTERBACK SHOWDOWN and ZUMA, this session discusses the advantages, challenges, and risks of implementing the fun elements into mobile games. Proven quick-play, casual game, design techniques learned from unique coin-op experience are also referenced.



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