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David Collet's curator insight,
September 1, 2015 1:02 AM
I am really enthusiastic about alternative career paths. This looks like it may assist someone trying to find a different way to 'test the waters' of publishing to an alternative stream.
Jenny Wakefield's curator insight,
September 14, 2015 9:33 AM
I like this idea for creating interactive stories: Twine. The tool is available at http://twinery.org
Dr. Pamela Rutledge's curator insight,
February 10, 2015 11:50 AM
One of the exciting gifts of the rising popularity of gaming and, by extension, game design is the increased visibility and appreciation of relationships among user experience, psychology and narrative. This creates a broader understanding of the need for psych theories, like Flow, in thinking about and designing media and technology (#mediapsych). As this excellent article illustrates, Flow, like narrative, is based on the fundamental push/pull of energy in every experience, the inherent conflict that moves life forward. Flow is a masterful model of how this balance translates into psychological engagement.
Matmi's curator insight,
January 17, 2013 7:13 AM
Some great lessons for those in game design. We have a bunch of incredibly talented designers and designers here at Matmi who are always looking to learn more and developer there skills so we are able to give our clients the best game possible - HK |
Daniel Calabuig's curator insight,
August 5, 2015 1:32 PM
Adam Clare: "Want to design your own escape games? Here are tips on how to make your room escape game more fun and engaging. Including trends in real room escape games."
Dr. Helen Teague's curator insight,
August 3, 2014 9:15 AM
Extremely interesting discussion by Christy Dena about pervasive games, the fictional world we create overlaps with the player’s world. Dena includes external links to important studies and resources. I did not know what QWOP meant until this post (QWOP is a 2008 ragdoll-based Flash game created by former Cut Copy bassist Bennett Foddy. Players control an athlete named "Qwop" using only the Q, W, O, and P keys) |
Elizabeth Segran: "Game developers have always been interested in how players might react to the characters and plots they created—but what if they could tell exactly how the player was feeling and tailor the game to their mood?"
Elizabeth Segran: "Game developers have always been interested in how players might react to the characters and plots they created—but what if they could tell exactly how the player was feeling and tailor the game to their mood?"