Source: MaRS
Infographic: A portrait of the new gamers
Labels:
gamers,
games,
gaming_concepts,
infographic,
players
Games + Brazil
by Vince
So I've decided to write more about this subject, even with the low number of official researches we have in brazilian territory.
I want to share a good information in this post. It's about the number of brazilians with videogame consoles at home.
The research revealed another curious fact: 48% of the players buy illegal games and only 17% of the sales occurs at game shops.
The company "NC Games" with an important research institute (IBOPE) did the survey.
So, its good news to our market and more than sufficient to prove that is possible to develop a brazilian videogame industry.
Szia!
Notes:
Click here to read about the research (portuguese)
Labels:
brazil,
digital games,
gaming_concepts
A new book for my library
Arrived today another title for my game design shelf. I want to discuss more about gamification and I think this book has a good point of view. Buy here (link).

And below the book description:
"What do Foursquare, Zynga, Nike+, and Groupon have in common? These and many other brands use gamification to deliver a sticky, viral, and engaging experience to their customers. This book provides the design strategy and tactics you need to integrate game mechanics into any kind of consumer-facing website or mobile app. Learn how to use core game concepts, design patterns, and meaningful code samples to a create fun and captivating social environment.
Whether you're an executive, developer, producer, or product specialist, Gamification by Design will show you how game mechanics can help you build customer loyalty".
Szia!
And below the book description:
"What do Foursquare, Zynga, Nike+, and Groupon have in common? These and many other brands use gamification to deliver a sticky, viral, and engaging experience to their customers. This book provides the design strategy and tactics you need to integrate game mechanics into any kind of consumer-facing website or mobile app. Learn how to use core game concepts, design patterns, and meaningful code samples to a create fun and captivating social environment.
Whether you're an executive, developer, producer, or product specialist, Gamification by Design will show you how game mechanics can help you build customer loyalty".
Szia!
Labels:
book,
digital games,
gamification,
gaming_concepts
Ludificator
In this moment I'm writing a book named "LUDIFICATOR". It's a quick reference guide for the newbie game designers. I hope someday this content will be translated to english.
In the third chapter of my book I bring an idea I've discussed in the first post of this blog (link here): the idea of Ludification.
And now I have a good graph to illustrate this concept, as you can see below:
I'm trying to explain that the idea of Lufication is better than Gamification because in my point of view, the Game is inside the Ludic Field.
In my book I tried to demonstrate that it is more adequate to call activities with game mechanics as Ludic Interfaces.
And now I have a good graph to illustrate this concept, as you can see below:
In my book I tried to demonstrate that it is more adequate to call activities with game mechanics as Ludic Interfaces.
Hang on! The book is coming out soon!
Labels:
book,
digital games,
gaming_concepts,
ludification,
vincevader
Transmedia Storytelling & Games
I want to delimitate in this short post the concept of transmedia storytelling (JENKINS, 2006): a kind of narrative which develops into multiple mediatic platforms, such as internet, books, video games, comics, television and movies. I want to highlight one specific use of this strategy in the entertainment industry.
I'm going to show to You the strategic appropriation of transmediatic narratives in the industry of entertainment using an established example: the Star Wars fiction series transformed into a Lego board game.
In the movie below it's possible to see how the idea of the movie "The Empire Strikes Back" becomes a board game.
Every game is an unique experience. Every game have a different end. The essence is the same of the movie but players have the opportunity to change the famous battle of Hoth with dice results.
What do you think about that?
Reference:
JENKINS, Henry. Convergence culture: where old and new media collide. NYU Press, 2006.
I'm going to show to You the strategic appropriation of transmediatic narratives in the industry of entertainment using an established example: the Star Wars fiction series transformed into a Lego board game.
In the movie below it's possible to see how the idea of the movie "The Empire Strikes Back" becomes a board game.
Every game is an unique experience. Every game have a different end. The essence is the same of the movie but players have the opportunity to change the famous battle of Hoth with dice results.
What do you think about that?
Reference:
JENKINS, Henry. Convergence culture: where old and new media collide. NYU Press, 2006.
Labels:
boardgames,
games,
gaming_concepts,
lego,
star wars,
transmedia,
vincevader
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