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Owen Gibbs INF385e 4/5/2012. Information Architecture and Games. Subtopics. Increasingly immersive peripherals Game elements in websites Serious Games. Increasingly Immersive Peripherals. The Early Days. Gamers had to rely on their eyes and ears (and imaginations).

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Owen gibbs inf385e 4 5 2012

Owen Gibbs

INF385e

4/5/2012

Information Architecture and Games


Subtopics
Subtopics

  • Increasingly immersive peripherals

  • Game elements in websites

  • Serious Games



The early days
The Early Days

  • Gamers had to rely on their eyes and ears (and imaginations)

http://upload.wikimedia.org/wikipedia/commons/thumb/3/33/Atari-2600-Joystick.jpg/465px-Atari-2600-Joystick.jpg


Haptic feedback
Haptic Feedback

  • Introduced in 1976 – Sega’s Fonz

  • Early home use

    • Nintendo 64

    • Sega Dreamcast

  • Sony Dual Shock built in haptics and created standard

http://upload.wikimedia.org/wikipedia/commons/d/d1/Fonz_1976_sega_arcade.PNG


Beyond traditional haptic philips ambx system
Beyond Traditional Haptic:Philips amBX System

  • Short for “Ambient Experience”

  • Speakers w/ lights, “wallwasher,” rumble pad, and fans

  • Philips kits discontinued


Extreme immersion the future
Extreme Immersion & the Future

http://www.force-dynamics.com/401/

  • Potential for integration of various forms of non-visual/auditory feedback.

  • Olfaction? Taste?



Badges
Badges

  • AKA Achievements

  • Popular in gaming (XBOX, PS3, Steam)

  • Becoming more popular on websites

  • They help with revenue (targeted ads), community building, better crowd-sourcing, and better comments


Websites with badges
Websites With Badges

  • Foursquare

  • Huffington Post

  • StackOverflow

  • Kongregate

  • Pub Scout (Team Beer)


Project 27x
Project 27x

  • Design team at Vanguard tasked with redesigning Open an Account function

  • The old design was a serial process that “obscured the vision of the whole”

  • Looked to games, especially children’s games, for inspiration

  • Leveraged visual metaphors “to help tell the story of investing” and animations to focus users’ attention


Project 27x cont
Project 27x (cont.)

Kellie Rae Carter & Dominic La Cava, Gaming the Design: Using Game Design Techniques in the Realm of Investing, Figures 1 and 2



Games aren t just for fun
Games Aren’t Just for Fun

  • Games are being used for many purposes other than entertainment

  • Example Categories:

    • Advergames

    • Games-based learning

    • Games for health

    • Exergaming


Dora the explorer
Dora the Explorer

  • 66 Dora the Explorer games on the Nick Jr. website.

  • Each game has a list of developmental skills associated with it:

    • CREATE with us

    • EXPLORE with us

    • COUNT with us


A local example
A Local Example

  • Yan Zhang’s current research: “LIFEisGame: Learning of facial emotions using serious games”

    • Designed to help kids with Autism Spectrum Disorders learn facial expressions



Sources
Sources

  • http://en.wikipedia.org/wiki/Haptic_technology

  • https://www.ambx.com/

  • http://en.wikipedia.org/wiki/AmBX

  • http://www.pcworld.com/article/199362/15_ultimate_gamer_chairs.html

  • http://www.poynter.org/latest-news/media-lab/social-media/140653/how-badges-help-news-websites-build-community-make-money/

  • Kellie Rae Carter & Dominic La Cava, Gaming the Design: Using Game Design Techniques in the Realm of Investing, Bulletin of the American Society for Information Science and Technology August/September 2009, Volume 35, Number 6

  • http://en.wikipedia.org/wiki/Serious_game

  • http://www.ischool.utexas.edu/~yanz/research.html

  • http://www.nickjr.com/games/dora-the-explorer/all-themes/all-ages/index.jhtml


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