Monthly Archive for September, 2010

Productive Games: The Game Mechanics Presentation

View more presentations from Kevin Lim.

As promised at Singtel Accelerate, the game mechanics slides I presented today are now on Slideshare.net. It’s also downloadable as PDF :)

I met a lot of interesting folks there, from academics to developers, and the general sentiment I’m getting is: “At long last!”.

While game mechanics isn’t new or groundbreaking (think Jesse Schell or Seth Priebatsch), what I did offer was an easy way to understand this as a concept, as well as a simple framework for participants to start running their own addictive little systems.

As a sidenote, many were intrigued by the idea that museums could be about much more than they first realized!

TertiaryTech Conference 2010: Singapore student startups are pretty solid!

 

TertiaryTech Conference 2010 @ SMU

Last Saturday morning, I was invited by Wayne Soh of The Digital Movement to speak about game mechanics at their new conference series, TertiaryTech.

As you can tell, this conference was geared at students interested in breaking into the startup industry. I must say that from what I saw, I was very impressed. The ideas and design that went into the interactive applications pitched by student groups at this conference was pretty top notch. I’ve got a bunch of TertiaryTech photos and video interviews to share as seen below…

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Here’s the game mechanics talk I presented meant to inspire and intrigue student developers into building “addictive” qualities into their apps (to sustain an active user base). From the feedback I’ve received, lots of folks were intrigued after hearing what I had to share, and I’m particularly glad how they have come to realize how Facebook derives free labor through the exploitation of such game mechanics (yes, pure psychological hooks!). Big thanks to Daniel Tsou of Tech65.org fame, for helping with the HD camera work shot using my NEX-5. I’m just going to re-use the wonderful abstracts from the TertiaryTech web site.

 

TertiaryTech 2010: How to add fun to traditional labor (Game Mechanics)

Traditional mass media has typically portrayed video games in a negative light for generating social undesirable or unproductive behavior. However, by harnessing the addictive elements of video games and embedding these game mechanics into traditional labor, can we make work fun?

These forces, or what we refer to as game dynamics or mechanics, are what influence us into subconsciously performing actions or completing certain tasks. As usage and engagement becomes the focus of many technology services today, there is a demand and need to infuse game mechanics in these products.

Kevin has been experimenting with the concept of productive games in the classroom environment, by using Amy Jo Kim’s game mechanics as a means of steering user motivations. He has also been invited to present his research papers and also to speak at numerous corporate and academic conferences. Be sure not to miss him by registering for the Tertiary Tech Conference today!

Additional video resources:
Seth Priebatsch: The Game Layer on top of the World
Jesse Schell: When Games Invade Real Life

 

TertiaryTech 2010: Pigeonhole – Beautiful Conference Q&A system

Title of Project: Pigeonhole Live
Team Lead: Hew Joon Yeng, Lyon Lim Yu Tian
Academic Institution: National University of Singapore

Pigeonhole Live is a simple conference tool for speakers to engage their audience in a live setting using their smartphones, laptops and even iPad! Pigeonhole Live allows the audience to ask and vote for their burning questions on their web device in real-time. Good news for the audience: No more waiting for the McNanny at the microphone during the precious 10-minute QnA sessions! By looking at the highest voted questions, the speakers can now address the audience crowd more accurately.

Now everyone gets to take part in the post-keynote QnA at the conferences, without running to the microphones. Yes, even if you are a little shy.

 

TertiaryTech 2010: Su Yuen demos learning through AR for Kids

Team Lead: Chin Su Yuen
Team Members: Chen Lingwei, Tan Reiwen Alex, Ee Wai Lay, Liu Peng
Institution: NUS School of Computing
Category: Games, Augmented Reality

Virtual Sandbox is an educational game for 4-6 year olds that aim to create a creative and interactive environment to learn English vocabulary. The goal of the game is to build your city and populate it with people. Children use physical cards that are similar to flash cards to place and construct buildings in their city and populate these buildings with characters of the right job/occupation.

For example, to populate a school, children must place a “Teacher” character in the school before they can see an animation of the teacher teaching students in the building.

By using physical cards as a form of interaction, we merge the benefits of tangible objects which children are accustomed to with the interactivity of the virtual environment – morphing the flash cards into a less mundane and more fun method for learning English vocabulary.

 

TertiaryTech 2010: MARGE – Mobile Augmented Reality Game Engine

Team Lead: Jian Gu, Henry Been-Lirn Duh
Institution: MiMe Lab, Interactive Digital Media Institute, National University of Singapore
Category: Augmented Reality

MARGE is a game engine for mobile augmented reality (AR) environment based on iPhone, Android and Symbian OS. It includes integrated support for optimal graphics performance, networking, resource management, sound and music. Mobile developer can learn how to develop high quality 3D interactive mobile AR game using our proposed developmental tool. Several highlight features of MARGE: MARGE supports OpenGL ES 2.0, 3D graphics library which runs on the embedded chipset on different phones; Networking support is an essential feature for a Mobile AR game. MARGE supports multiplayer interacting each other in mobile AR environment using TCP/IP or blue-tooth.

In Summary
These student developer groups were impressive to say the least. It truly shows the potential Singapore has in this burgeoning interactive software industry and I’m all for supporting our local startups. I’ve only managed to interview a few groups here, so do check out the many more who presented at TertiaryTech 2010.

Speaking on ‘Productive Games’ at TertiaryTech, 18th Sept @ SMU

How To Add Fun To Traditional Labour @ Tertiary Tech Conference 2010

Game mechanics is quite the rage across disciplines and industries. Since 2009, I’ve delivered variations of my talk at SOLsummit 2009 (Syracuse, NY), Barcamp Buffalo, ICA 2010 conference, WebSG meetup, IGDA Pecha Kucha Night III, and soon, SingTel Accelerate conference.

This Saturday at TertiaryTech I’ll be helping interested students understand the basic psychological hooks that make games addictive, and consequently how we could apply these rules to make traditional labor fun.

TertiaryTech tickets are $15 for students, but I have three tickets to give away for the first three passionate students who drop me their contact details in the comments. The organizers tell me that another way to score free tickets is to contribute to their IdeaBoard. They just want a good reason to give tickets away!

If you’re interested, I speak from 11.00am-11.30am at Ngee Ann Kongsi Auditorium, SMU School of Accountancy. Here’s the abstract below…

How To Add Fun To Traditional Labour

In our daily lives, we do our shopping at the usual stores, buy a meal at our favourite fast food chain or visit our usual watering holes. We are rewarded by being loyal customers and we know when and how to get things at a cheaper price. Turning our attention online to social networking services like Facebook and LinkedIn, you’ll see the number of friends you have implicitly considered as a scoreboard, while the profile completion progress meter would look like feedback in the leveling process, all of which are game mechanics that tease our psychological urges. Casual games hosted on these platforms like Farmville and Mafia Wars are making us go back and play them every 30 minutes or so.

These forces, or what we refer to as game dynamics or mechanics, are what influence us into subconsciously performing actions or completing certain tasks. As usage and engagement becomes the focus of many technology services today, there is a demand and need to infuse game mechanics in these products.

Find out from Kevin Lim, our local friendly social cyborg and tech blogger at Theory is the Reason, on how to harness the addictive elements of video games and embed these game mechanics into a traditional system or product to make it fun and to encourage prolonged and frequent use.

Kevin has been experimenting with the concept of productive games in the classroom environment, by using Amy Jo Kim’s game mechanics as a means of steering user motivations. He has also been invited to present his research papers and also to speak at numerous corporate and academic conferences. Be sure not to miss him by registering for the Tertiary Tech Conference today!

Additional video resources

Seth Priebatsch: The Game Layer on top of the World

Jesse Schell: When Games Invade Real Life

For details, head to http://tertiarytech.com

UPDATE: Tertiarytech Conference access for students now FREE! Professionals pay a token sum of $25. Do it for the kids ;)