Monday, February 24, 2025
Home Blog Page 120

The Michael Cohen Group reveals the results of an interesting survey at the Digital Kids Conference

0

At the Digital Kids Conference Toy Fair 2014, The Michael Cohen Group presented the results of a diverse nationwide survey of parents. The Michael Cohen Group is a leading children’s media research firm. The study was conducted on February 13th, and took a poll of 350 parents of children 12 and under. The study revealed that these children played more with touchscreen devices than with toys and game consoles.

Even with these results, only 10% of parents said that touchscreens were viewed as toys; 58% of parents stated that touchscreens were sometimes considered toys, and 32% of parents firmly believed that touchscreens were never toys. This study also showed that the most popular type of touchscreen gaming was educational. Another study done by Common Sense of Media called the Zero to Eight: Children’s Media Use in America Study found that 7% of children under 8 own their own tablet. For more information on the Michael Cohen Group, click on this link: http://www.broadwayworld.com/bwwgeeks/article/Is-a-Touchscreen-A-Toy-20140220#.UweDWCDTnIV

An event aimed for every kind of gaming fan

GEEK 2014 is a social gaming event held every year with all kinds of games. This event is being held at the Margate Winter Gardens in the United Kingdom. The organizers of this event are sending a clear message: there is something for everyone. You don’t have to be a master at gaming or have a degree in gaming to enjoy this event; you could be just a person that has an interest in gaming to enjoy the feast of entertainment and hi-tech technology. There will be two halls of games to play, as well as workshops, talks, presentations, and demonstrations. People will also be able to play video games on consoles; among the special areas included for this event will be the Indie Zone, Minecraft Cave, and Game Lounges.

The five year children will have the opportunity to participate in special activities on Sunday, February 23th. The event will not only have video games to play, but also puzzles and board games for traditional challenges. A Discussion panel with gamemakers will allow gaming fans to discuss games. People who love card games can play with other people. The first heat of the Classic Gaming Championship will take place at this event. A digital debate called Hack the future will happen at GEEK 2014. Event organizer Kim Steward stated that GEEK has grown over the years, and she is very excited to see the variety of interest, features, and participants. Kim also said that this event is fortune to have a timeline of retro consoles alongside those of today.

This event attracts many different people from around the world, especially people from America. Kids can really enjoy this event on Sunday, February 23th; interactive story time and homemade arcade games are just some of the fun events kids can get involved in. An awards ceremony will take place on this day that will include a trophy for the best Cosplay from Saturday, February 22th, and a people’s choice indie award. Visitors will be able to vote for their favorite indie games being shown at the event. The Arts Council England will be funding four game maker residences. From the 55 applications received, four will be chosen to make a game in any format, inspired by Margate. The Visitors from the event will test the game prototypes, and then give feedback to the game makers. Visit the GEEK 2014 website for more information: http://www.geek2014.co.uk/

 

Google I/O 2014 Dates Set

One of the most anticipated mobile app developer conferences, Google I/O, now in its 7th year, has been announced by Google senior vice president, Sundar Pichai. The Android-focused conference will be held on June 25th and 26th, and will continue the event’s tradition of being hosted at the Moscone West Convention Center in San Francisco.

Google I/O is a distinctive conference for many reasons, not the least of which is the tricky registration system, which has required the reflexes of a hyperactive child to claim a ticket. Secondly, such tickets were in high demand, for, among other reasons, the generous dispensation of Android hardware to attendees. In recent years, ticket prices have spiked and attendee numbers pared back. This year to make the conference more accessible, according to Androidcentral, “folks will be able to express their interest and selected participants will be chosen and notified. This should alleviate some of the hassles we’ve seen in recent years, where tickets sold out moments after they became available.  It should also weed out the folks who go with the sole intent of selling any hardware giveaways on eBay…”

On the gaming front, last year at I/O, Google announced the Google Play Games service hub.

An interesting lineup for BitSummit 2014

0

BitSummit is an independent developer conference held in Japan, and for 2014 the lineup looks quite impressive. This event will feature a keynote by Q Entertainment ‘s Tetsuya Mizuguchi called “Independent DNA.”

Presentations from industry veterans and performances from video game composers are just some of the other features planned for BitSummit 2014. John Baez (The Behemoth), Hiroki Omae (Unity 3D Japan), Taka Kawasaki (Epic Games Japan), Yoshiro Kimura (Onion Games), indie dev ZUN (Team Shanghai Alice), Brian Davis (Next Level Games), Theodore Reiker (Prior Games), and Mohammed Taher (BraveWave Productions) have all been confirmed as special guests hosting presentations. Professor Sakamoto, Masaya Matsuura  (PaRappa, Vib Ribbon), Baiyon, Manami Matsumae (Megan Man, Mighty No.9), Saori Kobayashi, Takayuki Nakamura, and Chipzel will all perform musical pieces throughout the conference. Luke Crane will also host a presentation about the mechanics of a successful crowdfunding campaign.

The BitSummit 2014 conference will run from March 7th to March 9th, and will be held at the Kyoto International Exhibition Hall in Japan. Gaming fans will be able to attend the event on Saturday and Sunday, while Friday is reserved for the press.

BitSummit was originally funded by Q Games’ James Mielke; his goal was to open dialogue between international media and independent Japanese developers.

Do you have any game industry event parties to share?

We love a good party, and that is especially true for those parties around game industry conferences like the upcoming GDC 2014 in San Francisco! Nearly every game industry event has at least a couple of parties to allow attendees to unwind and network after-hours.

Do you know of any that would be good to spread the word about? Let us know! We post party lists here too, but as you can see here, we need to fill the list up!

GDC 2014 features sponsored talks by Oculus, Sony, Microsoft and more

0

From Gamasutra: Passes for the Game Developers Conference 2014 are still available, and as the conference draws closer we’re announcing even more sessions for the Main Conference that you’ll want to check out.

Today we’re highlighting a number of informative sponsored sessions from Sony, Microsoft, Oculus VR, and other influential companies. If you’re looking for an opportunity to hear about how next-gen technology works from the people who made it, these are the talks you want to keep on your radar.

Now in its 28th year, GDC is the world’s largest and longest-running professionals-only game industry event, and will once again take place at the Moscone Convention Center in San Francisco, California during March 17-21, 2014.

How to use the latest Oculus Rift hardware
Oculus VR returns to GDC 2014 with a session intended to help developers start making games using the latest versions of the company’s Oculus Rift VR headset. Oculus VR’s Michael Antonov and Nate Mitchell will take the stage in a sponsored session, titled Working with the Latest Oculus Rift Hardware and Software, to discuss everything that developers need to know about getting their games running smoothly on Oculus VR technology. The session will offer an overview of the latest Oculus Rift prototype, a technical breakdown for engineers, and a discussion about VR game design based on the new features incorporated into the latest Rift headset. Mitchell and Antonov also plan to talk a bit about the future of Oculus VR, and where they think the Rift headset is headed as we get closer to the release of the consumer version.

Developing for the PlayStation 4’s new accessories
Sony’s Chris Norden is coming to GDC 2014 to give a sponsored talk about how developers can best utilize the PlayStation 4’s new input devices, including the PlayStation Eye camera, the Dualshock 4 controller, the Move controller, and the PlayStation mobile app. During his talk, Creating Unique Interactive Experiences with the PlayStation 4, Norden will attempt to educate attendees about what these different devices are capable of and how developers can integrate them into their games.

Developing for Xbox One via ID@Xbox
Microsoft has already announced two rounds of developers who have been accepted into the Xbox One independent developer program ID@Xbox, and those interested in taking part in future rounds might want to check out ID@Xbox: Getting Set-up for Development with Xbox One at GDC 2014. The session is sponsored by Microsoft and features Xbox Software Design Engineer Chuck Walbourn speaking about how developers can get started developing self-published games for the Xbox One platform.

Also, don’t miss GDC 2014 sponsored sessions from Intel, Unity,Mixamo and more.

More essential GDC details
Earlier GDC 2014 announcements include the news that Xbox’s Marc Whitten will be interviewed by Gamasutra Editor-In-Chief Kris Graft during a fireside chat session, the Indie MEGABOOTH Showcase revealing the lineup of indie games its making available to play on the show floor and the announcement that Audience Award voting is now open for both the Game Developers Choice Awards and the Independent Games Festival Main Competition Awards. Developers on Thief, Super TIME Force, and Hearthstone will also be giving talks.

All of the announced talks are now available in the online GDC 2014 Session Scheduler, where you can begin to build your conference week and later export it to the up-to-the-minute GDC Mobile App, coming soon.

GDC 2014 itself will take place March 17-21, 2014 at the Moscone Convention Center in San Francisco, California. You can register for the event by visiting the info page on the official GDC 2014 website.

For more information on GDC 2014, visit the show’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS.

Read more at: Gamasutra.com

LOGIN 2014 Early Bird Registration Ends March 21

0

Early-Bird Registration will end on March 21st, 2014. Register today and save 50%! Register here.

Also, check out MobileBeat 2014 and save your spot and save $350 with the first 50 Early-Bird passes!

Games For Change 2014 Speaker Lineup Revealed

0

These world-renowned speakers will reveal how games are changing — and changing the world we live in. In addition to keynotes from leaders in the games industry, Festival audiences will also hear from top researchers who are thinking about how games can change lives for the better in their respective fields: health, economics, education, and beyond. Read more about our keynote speakers here.

04/22-24: Talks, games and networking at NYU Skirball Center
04/26: Public G4C Arcade at the Tribeca Family Street Fair in lower Manhattan

Game Makers

Leading Researchers

Jenova Chen | Creator of Journey, Flower
Jane McGonigal | NYT bestselling author, Reality is Broken
Noah Falstein | Chief Game Designer, Google
Paolo Pedercini | Founder, Molleindustria
Mary Flanagan | Director, Tiltfactor Lab
Josh Larson | Game designer, That Dragon, Cancer
Dan Ariely | World expert in behavioral economics & NYT bestselling author
Deborah Estrin | Pioneer in small data, Cornell Tech
Zoran Popovic | Creator of Foldit, University of Washington
Dr. Adam Gazzaley | Neuroscientist, UCSF
Dean Karlan | Expert in developmental economics, Yale

 

Plus:

PLAY the year’s best games for change:
• Public arcade at the Tribeca Family Street Fair, on April 26, open to 300,000 visitors in lower Manhattan
• Live games: Come Out & Play games for attendees & at the Family Festival
• Well Played series curated by the Entertainment Technology Center at Carnegie Mellon University (CMU)
• Award Nominees Showcase

NETWORK with like-minded people:
• Speed-networking
• Opening party
• Consultations with experts
• Hangout — formal and informal networking abounds

Game Connection America 2014’s Selected Projects – Nominees Revealed

0

Sponsors, Microsoft Studios and Namco Bandai Games to award prestigious prizes. Develop announced as official media partner.

San Francisco, USA – 25 February 2014 – Game Connection today unveiled the list of yet unsigned game projects nominated for the prestigious American Selected Projects 2014. Competition was fierce this year with more than 200 submitted projects.
On the morning of 17th March at the Selected Projects Awards Ceremony, each of the 15 nominees will have 5 minutes to pitch their project in front of all publishers, distributors and buyers at Game Connection America. The jury will then award 2014’s “Overall Best Project” from amongst the hugely impressive and varied, international array of entries – based on presentation quality, project innovation and market potential. The accolade of “Overall Best Project” is sponsored by Namco Bandai Games, while Microsoft Studios supports the “Best Console & PC Hardcore” Category. In addition, this year Develop has been announced as the official media partner of the initiative, giving even more visibility to nominees and winners.
The 15 nominated projects for 2014 are:

“Mobile – Tablet – Handheld” Category:

– “AERENA” by Cliffhanger Productions Games (Germany)
– “The Detail” by Rival Games (Finland)
– “Last Inua” by Glowforth (Estonia)
– “Django” by GG Factor (France)
– “Block Amok” by ALL CAPS Games (Denmark)

“Social, Casual & Online” Category:

– “Hordemaster” by Gamester (Turkey)
– “MyGPTeam Turbo” by Interactive Project (Italy)
– “Brain Storm” by Genia (Canada)
– “Food Truck Heroby” Large Animal Games (USA)
– “Infinite Scuba” by Cascade Game Foundry (USA)

“Console & PC Hardcore” Category:

– “Shiftlings” by Rock Pocket Games (Norway)
– “Woolfe – The Red Hood Diaries” by GRIN (Belgium)
– “Loading Human” by Untold Games Ltd (Italy)
– “Platformines” by Magiko Gaming (France)
– “GoD Factory: Wingmen “, Nine Dots Studio (Canada)

For more details on all of the nominated projects, visit the nominees page here.

Selected Projects is made possible thanks to the outstanding efforts of its Jury, the board of well-known and trusted publishers. For each competition, this includes the commitment to review each and every project submitted. Game Connection extends a very special thanks to:

– Ed Rumley, General Manager, Chillingo
– Careen Yapp, VP of Business Development and Account Management, Gaikai
– Vincent Dondaine, Co-Founder, Bulkypix
– Agostino Simonetta, Senior Account Manager – Development, Sony Computer Entertainment Europe
– Sarita Churchill-Viramontez, Business Development Manager, Microsoft Studios
– Karol Fuentes-Fischer, Account Manager, 3rd Party Games Content Team, GameHouse
– Katie Morgan, Executive Vice President, Reverb Publishing
– Jun Otsuka, LINE GAME Global Business Development Manager, LINE Corporation
– Jessica Sachs, Developer Relations Manager, Big Fish Games
– Matthew Wilson, Head of Developer Relations, Rovio Entertainment
– Jim Ying, VP, Publishing and Partnerships, Gree International, Inc.
– Samuel Gatté, Publishing & Product Support Director, NAMCO BANDAI Games
– Simon Zhu, Senior Manager, Renren Games
– Jennie Sue, Developer Relations Manager, :DeNA
– Kyu Lee, President, GAMEVIL USA, Inc.
– James Batchelor, Deputy Editor, Develop

In addition and acting as mentor to the Selected Projects nominees, Vlad Micu, Founder of VGVisionary, will be offering guidance, support and advice before, during and after the event, covering marketing, PR, management and business development.

Game Connection America 2014 takes place between 17-19 March at the Sir Francis Drake Hotel, San Francisco.

The Selected Projects Conference will take place on March 17th from 10:00 am to 12:00 pm.

For more information about Game Connection:
– Visit the website: www.game-connection.com
– Like us on Facebook: www.facebook.com/Game.Connection.Official.Page
– Follow us on Twitter: www.twitter.com/The_GameCo
– Tune into our YouTube channel: http://www.youtube.com/user/gameconnectionvideos/
– Contact: elacroix@connection-events.com

Case Study: Game Based Learning for Civil Engineering

0

From GamificationCo: Interactivity Deemed More Effective than Textbooks

There has been a lot of buzz going on as more schools and universities adopt methods of game based learning. It’s gaining so much ground that studies are emerging to test if game based learning is truly effective. From what the studies have learned thus far , the answer is a resounding “Yes, it is.”

In late 2002, the iVISiCE (interactive Visualization in Civil Engineering) project was founded to assist students of Civil Engineering in their studies. The project was to test if learning by ways of animations and visualizations was more effective than traditional textbook methods. The games implemented by the project included many close to life characteristics of problem solving: Unknown outcomes, multiple paths to a goal, construction of a problem context, teamwork between multiple players, etc. Each game was designed in such a way as to incorporate the elements of competition and chance to enhance the experience even more.

During the experiment, several smaller questions were also tested. One such question was, “What makes a program more fun and motivational to operate?”

Read more at GamificationCo.

Game Marketing Summit 2014 Awards Overview

0

The 9th annual Game Marketing Awards is the first and only U.S. program established to showcase and honor the finest creative work by marketing and creative professionals in the interactive game marketing community.

The prestigious GMA’s celebrate the best practices in marketing, promotion and advertising for the interactive game and entertainment community.

View the 2013 GMA Gold Winners Gallery here.

GDC 2014 Speaker Interview: Dmitri Williams, Ninja Metrics

0

Dmitri WilliamsDr. Dmitri Williams is a man with a vision in the games industry, who has for a decade and a half been practicing how to read ahead of the curve by analyzing past behaviors of users and players. Now, most analytics tools analyze hard data, like ARPU (average revenue per user), DAU (daily active users), conversion ratio (of non-paying users into paying users), and so forth, so that game developers and publishers can determine what attracts and keeps players in their games, hopefully as paying players.

Now, predictive analytics, according to Wikipedia, “encompasses a variety of techniques from statistics, modeling, machine learning, and data mining that analyze current and historical facts to make predictions about future, or otherwise unknown, events”. This leads us to Ninja Metrics, a newly minted and funded predictive analytics service, with the game industry as a large part of their focus.

If you’re attending GDC 2014, Dmitri Williams, CEO of Ninja Metrics, will be deep-diving into the analytics pool with not one but two talks. To get a head’s up about the secret sauce behind the cutting edge company he’s leading and the talks he’ll be giving, read on from here!

Events For Gamers: Dmitri, please share with us what steps led you from your research and writing work in metrics and data analysis, into the role as CEO of Ninja Metrics?

Dmitri Williams: I’ve been researching gamers for about 15 years now. When I started there were only a few of us doing this crazy thing and it was hard to even be taken seriously. My first career was as a professor, and I’m tenured at USC. While running a game research center, we started doing large-scale data analysis. It was “big data” 8 years ago—way before we’d ever heard of the term. Our team discovered some really powerful algorithms for predicting behavior as well as for predicting social interactions and effects. That lead to our Social Value idea, which had to be turned into a product and a company. I was the only one dumb enough to agree to run the new company!

E4G: Over the last few months Ninja Metrics has reached a high level of visibility among predictive analytics service companies, for the venture funding and unique service offering. Looking at the latter, what would you identify as the primary differentiating factors between the Katana Social Analytics Engine and the competition?

Dmitri: We offer all of the analytics everyone would expect, but we do two things that are unusual. First, we do predictive analytics—real Minority Report stuff about what players are going to do—quit, play, buy, etc. That’s difficult to do well, and we’ve turned it into software on top of that. The predictions are updated daily by a machine learning system that just goes on its own. So, no extra costs.

The more interesting we do is to calculate Social Value. This is the amount of play or spending that a player creates among his friends. We all have those friends who are fun and we like to play with more. Those people lead us to spend more time and probably to buy more stuff. Well, we’ve figured out exactly how to measure that playing time and extra spending. It’s been really exciting to see and it’s also very, very accurate. Our estimates are 92% correct over time. We find the “Social Whales” that developers want to acquire, protect and monetize.

E4G: Looking at the experience from an end user’s perspective, how might the game play experience be affected and shaped differently, by a company that uses Katana‘s predictive analytics functionality?

Dmitri: That’s going to depend on the developer. We give them the ability to treat players differently in terms of their game play, their offers, their communications, their customer service, etc. The most valuable players have traditionally been those who spent the most, but we’re showing how they are often the players who are leaders and the most fun to be around. Developers may elect to treat those social leaders better. How they do it will change game by game and different studios will have different philosophies about how to use the knowledge.

E4G: Generally speaking, how is social influence aggregated and leveraged similarly and differently between, say, players of MMO, web-based social and native mobile games?

Dmitri: Social value shows up in any activity involving humans, period. What’s different is that some activities are more social than others, and those ones tend to generate different kinds of relationships and interactions. Think about playing Solitaire vs. Tag vs. 5v5 basketball. Each one makes you interact differently and feel differently about your friends, teammates and opponents. Those rules and mechanics generate higher and lower amounts of social value. We find that the games that encourage good relationships generate the most social value. Consider an MMO where you need your teammates and you show up to help them and vice versa. Contrast that to a game where you play alone and post your score on Facebook. The latter is still social, but not as much as the MMO. The more truly social, the better.

E4G: What is the current status of Katana in the marketplace?

Dmitri: We’re live. Our production system is up and working, and is already supporting about a dozen developers. Some of the developers have massive PC titles while others have small mobile games. Katana is available to any developer, large or small and everybody gets everything. We price it based on the monthly active users so even small shops can get all of the tech at an affordable price.

E4G: What are some of the most interesting or unexpected patterns in player behavior have you learned through observation of the data during the beta test?

Dmitri: Some clients have been more interested in seeing Social Value by time rather than spending. It’s really cool to find players who genuinely create more play sessions. For some of these big Social Whales, they’re creating values 3, 5 or 10 times their own. For example, one player spent $100, but drove his friends to spend an extra $1,000. We didn’t know how big this could get and we see outliers like this all the time now.

E4G: What key trends do you see playing out in the future (over the next three years or so) of predictive analytics for games, and what role do you hope Ninja Metrics will play in being part of that future?

Dmitri: Predictive analytics are relatively new, and most developers don’t know how to get them. An automated service like ours makes it possible, so step one is just the education: you really can have this. Step 2 is teaching devs how to take advantage of it. Using predictive analytics can be used to proactively convert or retain players who are on the fence about a title. That’s going to drive revenue and devs will catch on fast. But predictives can also be used in AB testing. Imagine you tweak a game and see the churn probabilities go up or down. That’s pretty strong feedback for front-line developers.

Our part in this will be bringing it to everyone, and then spreading the best practices. By being able to see what works across our clients, we can advise them on the best ways to monetize and retain. We’ll also be able to share and show benchmarks.

E4G: Focusing for the moment on the GDC 2014 conference, can you tell us about the two talks you are headlining, Big Data Analytics 101: From DAU to Predictive Modeling and Social Whales: Understanding and Leveraging a New Kind of Player? What do you hope attendees will take away from both talks?

Dmitri: The Big Data 101 talk is the one I wish I’d had a few years back. I was bewildered by the KPIs. Heck, I had a PhD and could do advanced stats modeling, but I didn’t even know what KPI stood for. Now I want to walk people through the basics of analytics—what they do, how to get them started, how to use them, how to be smart about them, and what are the advanced techniques for power users.

The Social Whales talk will explain the idea of social impacts from basic psychology—why and how we impact each other. Then it will quickly move into the practical aspects of that for game developers—why you should care, how you can leverage it, and some thoughts about how it should shape both design and marketing.

E4G: Besides presenting two talks, what are the main objectives you hope to accomplish for Ninja Metrics at GDC?

Dmitri: We’ve invented this great new thing and most of the world doesn’t know what it is. So, goal number one is to spread the word that there’s a fundamentally new and powerful technology available. We want to get this into as many hands as possible. Otherwise, my goal will be to soak up information in the sessions, track the trends, and hopefully have time for a beer.

E4G: At which other game industry events might interested industry folks find you and Ninja Metrics over the next few months?

Dmitri: We were just at Casual Connect in Amsterdam, and we’re usually at E3, GDC Next (formerly ‘GDC Online’) and DICE. In the future we’ll be branching out to more GDCs as well as trade shows in other industries. We do love GDC, though, and here’s a special shout out to the Games User Research Summit during GDC where the usability and data folks come together to learn the latest. Coming from a research background, it’s always great to see the amazing things that people are doing in their labs at developers and universities.

Paul Philleo, Contributing Editor

News Topics