A collection of slides that accompanied this panel at the Engage Expo virtual goods conference: http://www.youtube.com/user/theMIXagency#play/uploads/4/RzJdRV68vtM
Think Consumers First - Using in-app surveys to measure consumer satisfaction...Merlien Institute
Presented by Lisa Spano, Head of Consumer Insights, EA Social & Mobile Publishing
& Tina Tseng, Consumer Insights, EA
at Market Research in the Mobile World North America
17 - 18 July 2013, Minneapolis, USA
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://www.mrmw.net
Integrating Online Games into Learning & DevelopmentBe Learning
Nine billion hours a year are spent playing Window's Solitaire
The online games industry is worth – give or take a few – around 15 billion
20 million players have spent 17 million hours on the Xbox – that’s more than 2 hours played for every person on the planet
Just imagine what we could do if we harnessed just a small percentage all that creativity and energy (and money!) and channeled it towards something really worthwhile…
This document provides an overview of an upcoming film production by PJS Productions. It will be a comedy about three unemployed young men, Mike, Ross, and Adam, who come up with the idea to rob a bank in order to get money to escape their troubled home lives. The film is similar in tone and style to other British comedies like St. Trinian's and Snatch. It will be rated 12 and feature James Harry Donnex, Callum Jay McGacghen, and Ashley James Brown in the lead roles of Mike, Ross, and Adam respectively. The opening sequence of the film will take place at Cherry Hinton Hall as the three main characters secretly plan their bank heist in the late afternoon woods
You're Spending Too Long Making Your Game | Jake BirkettJessica Tams
Delivered at Casual Connect Europe 2018. Veteran indie dev, Jake Birkett, will talk about why you are spending too long making your game and will share some fascinating data that he has collected over the past 13 years that reveals his hourly earnings from working on his games. He'll also go into how to predict your year one sales on Steam based on your week one sales and what the average "good" game can expect to earn on Steam in the first year.
Human after all - the role of storytelling in B2B marketingB2B Marketing
The document discusses the importance of storytelling in B2B marketing. It argues that companies are more likely to win contracts and command higher prices if they lead with an emotional proposition that connects with customers on an emotional level. It outlines the "10Cs of great B2B storytelling" which include setting context, focusing on the customer, finding an emotional connection, including conflict and resolution. The document advocates using emotional stories to cut through the noise and complexity of today's world in order to influence customer behavior.
Multi-Generational Family Business: The 4 Stages of Leaving NormalDov Baron
Sam is generally a warm family man, but can sometimes take a vicious approach as a "pit bull" during adversarial negotiations. He learned this competitive behavior from observing his own father James, who always had to win and would aggressively confront anyone who disagreed or crossed him. As a consultant brought in to help the organization, it was obvious this type of combative behavior was considered normal within their culture.
A brief run down on the evolution of Flash Advergames from the perspective of Matmi.
It looks into case studies of our past branded Flash games and what a company can expect from them regarding ROI.
Game Art in Casual Games. Tips / Tricks & IdeasVILLOID
The document discusses key factors for successful game art in casual games. It emphasizes that fun factor and aesthetic needs of the target audience are more important than advertising budgets. Good game art grasps the tastes of casual audiences, uses recognizable archetypes, interacts with positive childhood memories, and is imperfect yet not low quality. While creativity is important, research into the audience is key.
Think Consumers First - Using in-app surveys to measure consumer satisfaction...Merlien Institute
Presented by Lisa Spano, Head of Consumer Insights, EA Social & Mobile Publishing
& Tina Tseng, Consumer Insights, EA
at Market Research in the Mobile World North America
17 - 18 July 2013, Minneapolis, USA
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://www.mrmw.net
Integrating Online Games into Learning & DevelopmentBe Learning
Nine billion hours a year are spent playing Window's Solitaire
The online games industry is worth – give or take a few – around 15 billion
20 million players have spent 17 million hours on the Xbox – that’s more than 2 hours played for every person on the planet
Just imagine what we could do if we harnessed just a small percentage all that creativity and energy (and money!) and channeled it towards something really worthwhile…
This document provides an overview of an upcoming film production by PJS Productions. It will be a comedy about three unemployed young men, Mike, Ross, and Adam, who come up with the idea to rob a bank in order to get money to escape their troubled home lives. The film is similar in tone and style to other British comedies like St. Trinian's and Snatch. It will be rated 12 and feature James Harry Donnex, Callum Jay McGacghen, and Ashley James Brown in the lead roles of Mike, Ross, and Adam respectively. The opening sequence of the film will take place at Cherry Hinton Hall as the three main characters secretly plan their bank heist in the late afternoon woods
You're Spending Too Long Making Your Game | Jake BirkettJessica Tams
Delivered at Casual Connect Europe 2018. Veteran indie dev, Jake Birkett, will talk about why you are spending too long making your game and will share some fascinating data that he has collected over the past 13 years that reveals his hourly earnings from working on his games. He'll also go into how to predict your year one sales on Steam based on your week one sales and what the average "good" game can expect to earn on Steam in the first year.
Human after all - the role of storytelling in B2B marketingB2B Marketing
The document discusses the importance of storytelling in B2B marketing. It argues that companies are more likely to win contracts and command higher prices if they lead with an emotional proposition that connects with customers on an emotional level. It outlines the "10Cs of great B2B storytelling" which include setting context, focusing on the customer, finding an emotional connection, including conflict and resolution. The document advocates using emotional stories to cut through the noise and complexity of today's world in order to influence customer behavior.
Multi-Generational Family Business: The 4 Stages of Leaving NormalDov Baron
Sam is generally a warm family man, but can sometimes take a vicious approach as a "pit bull" during adversarial negotiations. He learned this competitive behavior from observing his own father James, who always had to win and would aggressively confront anyone who disagreed or crossed him. As a consultant brought in to help the organization, it was obvious this type of combative behavior was considered normal within their culture.
A brief run down on the evolution of Flash Advergames from the perspective of Matmi.
It looks into case studies of our past branded Flash games and what a company can expect from them regarding ROI.
Game Art in Casual Games. Tips / Tricks & IdeasVILLOID
The document discusses key factors for successful game art in casual games. It emphasizes that fun factor and aesthetic needs of the target audience are more important than advertising budgets. Good game art grasps the tastes of casual audiences, uses recognizable archetypes, interacts with positive childhood memories, and is imperfect yet not low quality. While creativity is important, research into the audience is key.
Not Another Leaderboard! Or How I Learned to Love GamificationKineoPacific
“Leaderboards, badges, agency” – these words are meaningless on their own. This presentation aims to give the “why” and “how” of using behavioural game theory in education, while avoiding psych jargon like “behavioural game theory”. By the end you’ll understand that humans make strange decisions. You’ll also walk away with a toolbox of questions and techniques to apply during design to improve what most learning wants to do anyway: change learner behaviour.
www.kineo.com
This document discusses startup tales and lessons learned from experience. It shares anecdotes from the author's experience founding two startups in music production and social gaming for kids. Key lessons include being careful who you sign deals with, not being greedy, and embracing change. The author encourages the reader to gain experience through internships and diversifying their skills in areas like code, marketing, and design. Social media is advised to become a second nature, and the reader is told to start now on their entrepreneurial journey.
An internal motivation piece created for Leo Burnett Manila which served to remind people of the importance of constantly striving for 7+ work. This was subsequently adopted by all offices throughout the Asia Pacific region.
Case Study: Influencing The Tasti D-Lite Way
Presented by: BJ Emerson, VP Technology, Tasti D-Lite and co-author of The Tasti D-Lite Way
BJ will share how the beloved frozen treat franchise embraced influencer marketing to enter new markets. BJ will outline how connecting with and empowering brand advocates is a central component to the strategy behind Stasis D-Lite’s goal to grow from 60 to 500 locations. BJ will also cover specific technologies he uses to identify and engage influencers.
www.bdionline.com
Your home's sale depends more on location, price and condition than the real estate company representing it. Larger companies don't necessarily provide more exposure and the number of agents doesn't impact the chances of selling. Bonuses offered by companies don't sell homes either - the property's own attributes are most important.
The document describes PlayDay, a mobile app that allows users to seamlessly organize social activities with friends by integrating calendars and sharing real-time updates. PlayDay syncs with social media platforms to find common free times among friends and schedule play dates. It aims to simplify organizing spontaneous and planned events through a single platform.
Thessaloniki Re:publica Conference : How to create an addiction for good with...Ercan Altuğ YILMAZ
This document discusses how to use gamification to create positive addictions. It provides examples of how companies and apps have used elements of games and rewards to motivate behaviors. The document also references theories around motivational design and the relationship between ability, motivation, and triggers in influencing behavior change. It advocates gamifying life activities for good and creating addiction for positive goals by making tasks easy, rewarding effort socially, and continuing the motivational loop.
The Communication Playground - Glenn Capelli SpeakingGlenn Capelli
New Keynote and Workshops for Conferences and In-House programs. Activity based learning with real outcomes in being a better, smarter and wiser place.
Community Building in Free-to-Play Games: How to Turn Minnows Into Whales 5thPlanetGames
This document discusses how to build a strong community in free-to-play games to improve player engagement and monetization. It outlines how the company 5th Planet Games cultivated their community through guild systems, councils of top players, forums, and cooperative gameplay features. Data showed that players engaged in these community features had much higher retention, playtime, and monetization rates. The document advocates using direct player feedback and treating the community well to build a "games as a service" model where deeply engaged players are more likely to spend significantly more.
This document provides 10 tips for communicators to adapt to changes in the modern world. The tips include continuing to learn outside your field, teaching others, building new relationships, telling stories to rise above facts, losing control of the message, experimenting with new tools, understanding sales, remembering the end goal is to build brands, and finding levity. It also lists several related blog posts and contact information.
Great resource to find great audio books about Biography
Economics
Finance & Investment
Internet
Leadership
Management
Marketing
Miscellaneous
Real Estate
Sales
Starting a Business
Strategy & Business Development
Training and Development
UXAlive Berlin - Does One UX Fits Them All? WELCOME TO THE ERA OF GX: Gamific...Ercan Altuğ YILMAZ
This document discusses gamification and the growing importance of gamification experiences (GX). It notes that gamification goes beyond just making games and involves using game elements to motivate and engage users. The document outlines several gamification frameworks and models. It also provides statistics showing the increasing number of people who play games regularly, including half of mobile players being female. The document advocates designing gamification with psychology and story/meaning in mind, not just technology. It provides some examples of successful gamified apps and argues gamification will become increasingly important.
Habits and interaction design for UX Cambridge 2014Acuity Design
Breaking the bank workshop slides on habits and interaction design in UX.
First part of workshop was discussion of models of behavioural design, second part was practical work through playing roulette
The 2012 edition of the Media Relations Summer Camp offered free of charge for nonprofits & community groups in Hamilton, ON and presented by The Hamilton Spectator and Mohawk College. Campers will practice, polish and pitch story ideas to reporters, columnists and editors at The Spectator with help from PR pros / camp counselors.
This document summarizes 10 common myths about social games. Some of the myths addressed include that social games are new (they have social elements but games have always been social), that social gamers are casual (many social gamers are hardcore players), and that the opportunity in social games has passed (the market is still young with many opportunities left to explore). The document provides counter arguments for each myth and examples to support the points made.
In this report, senior executives from five start-ups, ranging from beta-stage groundbreakers to multimillion-dollar darlings of venture capital, offer insights on the shape of things to come in mobile marketing.
Gamification leverages game mechanics and thinking to improve business processes and goals. It aims to drive delight into products by fostering creativity. As gaming culture influences employees and consumers, organizations will need to adapt by making applications more fun and rewarding to use. True gamification requires an environment that nurtures creativity and vulnerability, which are essential for innovation but difficult for most companies. Leaders should consider gamification to evolve how they develop products and deliver experiences in a more competitive landscape.
Games for Innovation: A Five Year ForecastJane McGonigal
Games provoke powerful positive emotions -- like curiosity, optimism, determination, and a desire to achieve something extraordinary. What if we could bring those same emotions to the workplace? to innovation? to customer relationships? This five-year forecast looks at the opportunity to invent new work practices and business solutions that engage customers, consumers and employees as effectively as a good game.
Gamification: The reality of what it is and what it isn'tTNS
Kyle Findlay, TNS Global Brand Equity Centre, South Africa and Kirsty Alberts, TNS Global Brand Equity Centre, South Africa
"Gamification" is a buzzword currently reverberating across the internet - but how much of it is hype vs. reality? Sitting at the cross-roads between behavioural economics and video games, gamification brings behaviour change methodologies into the digital age by explicitly providing us with the mechanics to improve user engagement. In theory, "gamifying" any process, from filling in tax forms in the real world to shopping on Amazon.com, should increase user engagement and overall satisfaction. The presentation will test these claims. It will investigate just what gamification really is and what it is not. The presenters will highlight recent research they have conducted into this topic along with interviews with various members of some of the tech companies that are at the forefront of this trend.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
Not Another Leaderboard! Or How I Learned to Love GamificationKineoPacific
“Leaderboards, badges, agency” – these words are meaningless on their own. This presentation aims to give the “why” and “how” of using behavioural game theory in education, while avoiding psych jargon like “behavioural game theory”. By the end you’ll understand that humans make strange decisions. You’ll also walk away with a toolbox of questions and techniques to apply during design to improve what most learning wants to do anyway: change learner behaviour.
www.kineo.com
This document discusses startup tales and lessons learned from experience. It shares anecdotes from the author's experience founding two startups in music production and social gaming for kids. Key lessons include being careful who you sign deals with, not being greedy, and embracing change. The author encourages the reader to gain experience through internships and diversifying their skills in areas like code, marketing, and design. Social media is advised to become a second nature, and the reader is told to start now on their entrepreneurial journey.
An internal motivation piece created for Leo Burnett Manila which served to remind people of the importance of constantly striving for 7+ work. This was subsequently adopted by all offices throughout the Asia Pacific region.
Case Study: Influencing The Tasti D-Lite Way
Presented by: BJ Emerson, VP Technology, Tasti D-Lite and co-author of The Tasti D-Lite Way
BJ will share how the beloved frozen treat franchise embraced influencer marketing to enter new markets. BJ will outline how connecting with and empowering brand advocates is a central component to the strategy behind Stasis D-Lite’s goal to grow from 60 to 500 locations. BJ will also cover specific technologies he uses to identify and engage influencers.
www.bdionline.com
Your home's sale depends more on location, price and condition than the real estate company representing it. Larger companies don't necessarily provide more exposure and the number of agents doesn't impact the chances of selling. Bonuses offered by companies don't sell homes either - the property's own attributes are most important.
The document describes PlayDay, a mobile app that allows users to seamlessly organize social activities with friends by integrating calendars and sharing real-time updates. PlayDay syncs with social media platforms to find common free times among friends and schedule play dates. It aims to simplify organizing spontaneous and planned events through a single platform.
Thessaloniki Re:publica Conference : How to create an addiction for good with...Ercan Altuğ YILMAZ
This document discusses how to use gamification to create positive addictions. It provides examples of how companies and apps have used elements of games and rewards to motivate behaviors. The document also references theories around motivational design and the relationship between ability, motivation, and triggers in influencing behavior change. It advocates gamifying life activities for good and creating addiction for positive goals by making tasks easy, rewarding effort socially, and continuing the motivational loop.
The Communication Playground - Glenn Capelli SpeakingGlenn Capelli
New Keynote and Workshops for Conferences and In-House programs. Activity based learning with real outcomes in being a better, smarter and wiser place.
Community Building in Free-to-Play Games: How to Turn Minnows Into Whales 5thPlanetGames
This document discusses how to build a strong community in free-to-play games to improve player engagement and monetization. It outlines how the company 5th Planet Games cultivated their community through guild systems, councils of top players, forums, and cooperative gameplay features. Data showed that players engaged in these community features had much higher retention, playtime, and monetization rates. The document advocates using direct player feedback and treating the community well to build a "games as a service" model where deeply engaged players are more likely to spend significantly more.
This document provides 10 tips for communicators to adapt to changes in the modern world. The tips include continuing to learn outside your field, teaching others, building new relationships, telling stories to rise above facts, losing control of the message, experimenting with new tools, understanding sales, remembering the end goal is to build brands, and finding levity. It also lists several related blog posts and contact information.
Great resource to find great audio books about Biography
Economics
Finance & Investment
Internet
Leadership
Management
Marketing
Miscellaneous
Real Estate
Sales
Starting a Business
Strategy & Business Development
Training and Development
UXAlive Berlin - Does One UX Fits Them All? WELCOME TO THE ERA OF GX: Gamific...Ercan Altuğ YILMAZ
This document discusses gamification and the growing importance of gamification experiences (GX). It notes that gamification goes beyond just making games and involves using game elements to motivate and engage users. The document outlines several gamification frameworks and models. It also provides statistics showing the increasing number of people who play games regularly, including half of mobile players being female. The document advocates designing gamification with psychology and story/meaning in mind, not just technology. It provides some examples of successful gamified apps and argues gamification will become increasingly important.
Habits and interaction design for UX Cambridge 2014Acuity Design
Breaking the bank workshop slides on habits and interaction design in UX.
First part of workshop was discussion of models of behavioural design, second part was practical work through playing roulette
The 2012 edition of the Media Relations Summer Camp offered free of charge for nonprofits & community groups in Hamilton, ON and presented by The Hamilton Spectator and Mohawk College. Campers will practice, polish and pitch story ideas to reporters, columnists and editors at The Spectator with help from PR pros / camp counselors.
This document summarizes 10 common myths about social games. Some of the myths addressed include that social games are new (they have social elements but games have always been social), that social gamers are casual (many social gamers are hardcore players), and that the opportunity in social games has passed (the market is still young with many opportunities left to explore). The document provides counter arguments for each myth and examples to support the points made.
In this report, senior executives from five start-ups, ranging from beta-stage groundbreakers to multimillion-dollar darlings of venture capital, offer insights on the shape of things to come in mobile marketing.
Gamification leverages game mechanics and thinking to improve business processes and goals. It aims to drive delight into products by fostering creativity. As gaming culture influences employees and consumers, organizations will need to adapt by making applications more fun and rewarding to use. True gamification requires an environment that nurtures creativity and vulnerability, which are essential for innovation but difficult for most companies. Leaders should consider gamification to evolve how they develop products and deliver experiences in a more competitive landscape.
Games for Innovation: A Five Year ForecastJane McGonigal
Games provoke powerful positive emotions -- like curiosity, optimism, determination, and a desire to achieve something extraordinary. What if we could bring those same emotions to the workplace? to innovation? to customer relationships? This five-year forecast looks at the opportunity to invent new work practices and business solutions that engage customers, consumers and employees as effectively as a good game.
Gamification: The reality of what it is and what it isn'tTNS
Kyle Findlay, TNS Global Brand Equity Centre, South Africa and Kirsty Alberts, TNS Global Brand Equity Centre, South Africa
"Gamification" is a buzzword currently reverberating across the internet - but how much of it is hype vs. reality? Sitting at the cross-roads between behavioural economics and video games, gamification brings behaviour change methodologies into the digital age by explicitly providing us with the mechanics to improve user engagement. In theory, "gamifying" any process, from filling in tax forms in the real world to shopping on Amazon.com, should increase user engagement and overall satisfaction. The presentation will test these claims. It will investigate just what gamification really is and what it is not. The presenters will highlight recent research they have conducted into this topic along with interviews with various members of some of the tech companies that are at the forefront of this trend.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
Simon Egenfeldt Nielsen, Serious Games Interactive, NOW is DigitalSeismonaut
This document discusses gamification and serious games. It provides background on the speaker and his company Serious Games Interactive, which develops serious games that combine learning, communication and storytelling. The speaker defines serious games as using game mechanics for more than entertainment, while gamification integrates game dynamics into sites/services to encourage behavior. Serious games create unique game solutions, while gamification structures existing experiences. Examples are given of companies that have implemented gamification, and the document outlines initial steps to get started with gamification.
What Us Game Developers Need To Know About Free To Play In ChinaZhan Ye
The document discusses differences between traditional game design and free-to-play (F2P) game design, particularly in China. Some key differences include F2P games prioritizing monetization over fun or fairness, not focusing on high-quality graphics or storytelling, and exploiting human psychology around peer pressure and showing off to increase monetization. The document also provides examples of controversial monetization strategies used in some F2P games that generate conflicts or public humiliation to trigger emotions and spending.
How to promote a game without spending a dime (almost)Natalia Dołżycka
Your game is about to launch, but you’ve spend it all on stunning graphics and skillful programmers? No problem! This speech will show you that promoting a game can be easy, effective and fun and doesn't have to cost you anything. Learn all the field tested techniques to reach both gamers and press. And yes, there will be real-life examples.
Zhan Ye - What US Game Developers Need to Know about Free-to-Play in ChinaVirtual Goods Summit
The document discusses differences between traditional game design and free-to-play (F2P) game design, particularly in China. Some key differences include F2P games prioritizing monetization over fun or fairness, not focusing on high-quality graphics or storytelling, and exploiting human psychology and emotions to increase monetization through techniques like peer pressure and showing off. The future of F2P games remains uncertain, as over-exploiting players could potentially backfire, but they will likely continue growing in popularity alongside traditional games.
This document discusses lessons learned about effective gamification in the enterprise. It argues that work already involves games but they are often poorly designed. The key lessons are: 1) Gamification requires a careful design process, not just adding features, 2) Design should focus on intrinsic motivations like meaning, autonomy and mastery, 3) Positive existing behaviors should be amplified through easy and social designs, 4) Changes must be made slowly and carefully to avoid unintended consequences, and 5) Simplicity is important for adoption and impact. Game elements can backfire if not properly implemented based on human behavior in organizational contexts.
This document discusses the value of intellectual property (IP) for games. It notes that while popular IP from TV shows or films could help drive interest, it does not guarantee a successful game. The right IP has to match the right game and audience. Licensing popular IP comes with high costs and leaves no room for failure. Licensors demand much while developers must ensure the IP works well within the game type and category. With the right IP, marketing costs can be reduced through brand awareness and organic interest, but the IP alone does not make a great game. Success depends on finding the perfect IP, game, and target audience combination.
The document discusses the concept of gamification, which involves applying game design elements to non-game contexts to encourage desired user behaviors and engagement. It provides examples of gamification in marketing, health and fitness apps, loyalty programs, and more. However, it also notes criticisms of gamification, including that simply adding game-like elements does not ensure fun or engagement, and that gamification risks oversimplifying what makes games enjoyable.
1. The document discusses research into gaming habits and social behaviors among 20 people aged 15-22 in several UK cities.
2. Scores and achievements in games convey a sense of performance and status that people compare and communicate with their peer groups.
3. Massively multiplayer online games in particular require collaboration and learning social norms within gaming communities in order to progress through the game. Deviating from these norms can create awkward social situations.
Gamification for Your Brand the Promises and The Pitfalls by Jon Barlow, Senior Creative Technologist, Capstrat from the Triangle AMA Digital Marketing Training Camp on Feb 29, 2012. www.triangleama.org
Oplæg fra Netværksdagen "Game On" d. 13.9.11
SÆT DIT BIBLIOTEK PÅ SPIL
Simon Egenfeldt-Nielsen, PhD og Direktør for Serious Games Interactive. Simon Egenfeldt-Nielsen har i mange år beskæftige sig med computerspils læringspotentiel og mulighederne i game-baseret læring.
Hvordan kan vi, som biblioteker, gør brug af principperne i Gamification og få mere ”spil” i vores og brugernes hverdag?
Gerda Van Damme, Dreammachine @Bologna Book Fair 2015, TISP workshopTISP Project
The document discusses trends in digital marketing to Generation Z, or "Generation Spongebob". It identifies 21 trends in 10 minutes including kids being wired at younger ages, co-creation with kids, 3D printing, new heroes on YouTube and immersive augmented reality experiences. It also notes the importance of cross-channel approaches, app store optimization, and using big data in digital distribution to reach kids across devices and platforms. The key message is that brands must adopt digital and hybrid strategies to effectively market to the current generation of always-connected children.
The document discusses the relationship between brands and games. It notes that early "adver-games" that heavily promoted brands were not very successful. Modern games have become large brands themselves, surpassing traditional brands in revenue. The document advises brands to work humbly with game developers and agencies to understand gaming audiences and insert brands into games in a subtle, fun way rather than trying to turn brands into games themselves. It argues that gaming now provides a huge opportunity for brands to connect with consumers.
The document discusses factors that contribute to the success of video games using data from Steam. It uses k-means clustering to segment games into three clusters based on ratings and achievement percentage: Legends (high ratings and completion), Steady Sheep (mid-level ratings and completion), and Easy Wins (high ratings but low completion). The analysis finds that Legends tend to be single-player action/adventure games priced between $19.99-59.99, released in fall, while Easy Wins are best as single-player or multiplayer games priced under $10 released in spring/fall. The document provides recommendations for optimizing games based on the desired performance cluster.
Does one UX fits tem all? Welcome to the era of GX: Gamification ExperienceOlcayto Cengiz
This document discusses gamification and the growing importance of gamification experiences (GX). It notes that gamification goes beyond just making games and involves using game elements to motivate and engage users. The document outlines several gamification frameworks and models. It also provides statistics showing the increasing number of people who play games regularly, including half of mobile players being female. The document advocates designing gamification with psychology and story/meaning in mind, not just technology. It provides some examples of successful gamified apps and argues gamification will become increasingly important.
Dismissal of Power.com's Suit Against FacebookEric Eldon
This order grants Facebook's motion to dismiss Power Ventures' counter-complaint and strike affirmative defenses. The court found Power Ventures' pleading lacked specificity and factual allegations to support its antitrust and other claims. Power Ventures is given 30 days leave to amend its pleading. The hearing on the motions is vacated.
This document discusses the growth of social gaming and its potential social impact. It notes that daily active users of social gaming grew from 50 million in Q4 2007 to over 220 million friend visits in Q3 2009. It also provides examples of large amounts of money raised for social goods through gaming, such as $220,000 raised on YoVille and $830,000 in 2 weeks for social goods on FarmVille, which could provide meals for 500 children for a year. The document suggests that social gaming may have the potential to change the world through facilitating social applications and fundraising for important causes.
Application analytics company Developer Analytics recently presented this slideshow, to demonstrate the impact of Facebook's redesign on third party applications.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
Project Management Semester Long Project - Acuityjpupo2018
Acuity is an innovative learning app designed to transform the way you engage with knowledge. Powered by AI technology, Acuity takes complex topics and distills them into concise, interactive summaries that are easy to read & understand. Whether you're exploring the depths of quantum mechanics or seeking insight into historical events, Acuity provides the key information you need without the burden of lengthy texts.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Skybuffer SAM4U tool for SAP license adoptionTatiana Kojar
Manage and optimize your license adoption and consumption with SAM4U, an SAP free customer software asset management tool.
SAM4U, an SAP complimentary software asset management tool for customers, delivers a detailed and well-structured overview of license inventory and usage with a user-friendly interface. We offer a hosted, cost-effective, and performance-optimized SAM4U setup in the Skybuffer Cloud environment. You retain ownership of the system and data, while we manage the ABAP 7.58 infrastructure, ensuring fixed Total Cost of Ownership (TCO) and exceptional services through the SAP Fiori interface.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
Ivanti’s Patch Tuesday breakdown goes beyond patching your applications and brings you the intelligence and guidance needed to prioritize where to focus your attention first. Catch early analysis on our Ivanti blog, then join industry expert Chris Goettl for the Patch Tuesday Webinar Event. There we’ll do a deep dive into each of the bulletins and give guidance on the risks associated with the newly-identified vulnerabilities.
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
Webinar: Designing a schema for a Data WarehouseFederico Razzoli
Are you new to data warehouses (DWH)? Do you need to check whether your data warehouse follows the best practices for a good design? In both cases, this webinar is for you.
A data warehouse is a central relational database that contains all measurements about a business or an organisation. This data comes from a variety of heterogeneous data sources, which includes databases of any type that back the applications used by the company, data files exported by some applications, or APIs provided by internal or external services.
But designing a data warehouse correctly is a hard task, which requires gathering information about the business processes that need to be analysed in the first place. These processes must be translated into so-called star schemas, which means, denormalised databases where each table represents a dimension or facts.
We will discuss these topics:
- How to gather information about a business;
- Understanding dictionaries and how to identify business entities;
- Dimensions and facts;
- Setting a table granularity;
- Types of facts;
- Types of dimensions;
- Snowflakes and how to avoid them;
- Expanding existing dimensions and facts.
2. Lisa Rutherford David Marcus
President CEO
Adam Caplan Ron Hirson
President SVP Product & Marketing
Nicholas Talarico Vikas Gupta
Dir Publisher Development CEO
9. Be Creative with Payments
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Only one payment option
Default payment is always $25
What about…
• Corporate matching?
• Donations through really
targeted offers?