The event I attended for my hands-on assignment was a video game test at the UX lab. The testing was roughly 2 hours of playing the game followed by 10 minutes of answering questions for feedback. Since I’m not a heavy gamer or consider myself a gamer at all it was interesting to be in an atmosphere that I’m not use to. Once I was at the computer for the game I realized that I have to try my best and see where it takes me since I’m not use to the controls on the computers or play a lot of games so I don’t know the familiar basic tools of the game. At first when the game started I was very confused and lost on what to do and how to carry out certain task. Although as time progressed I started to get the hang of things at the end of the game I was still clueless on how to carry out certain task. While taking the post test on my thoughts of how the game was, I got introduced to a new term called HUD (heads up display) which is the status bar showing how you are in the game whether its health wise, order, money or armor. The two-post test showed me how much work is put into the user experience of a game and why it’s so important to test a game multiple times for any bugs or …show more content…
Thinking back to the game I recall the purpose of the game stated in the beginning as well as how the weather would change and the location would look spot on. I think since I’m not a heavy gamer I paid more attention to the design aspect and layout of the game rather than the quality and story which could’ve gave them a different viewpoint which isn’t always bad. Although my degree isn’t in gaming this made me think about how my future designs need to have memorable aspects as well as good background music since it makes a big difference in the user experience. The game testing got me interested in creating interactive designs since I think it would be a unique experience to see how people react to my
Tom Bissell, in his essay, “Extra Lives: Why Video Games Matter” has described video games and how they are unique and different from movies, books, or even interactive films. Bissell says “I came to accept that games were incompetent with almost every aspect of what I would call traditional narrative.” This is showing the readers that even though there is a plot and story line, as characters can control and alter the story line or outcome by what you do or see throughout the game.
Using persuasive writing, Wright begins to influence his audience that game play is a beneficial source of entertainment not a wasteful one. Playing video games increases creatively, self esteem and improve problem solving skills of the players. Video games are becoming test runs that appear or feel close to the real thing. Where you can control everything with added effects like magic or future technology. Games have the potential to exceed almost all other forms of entertainment media. They tell stories, play music, challenge us, allow us to instantly communicate and interact with others. Encourage us to create things, connect us to new communities, and let us play with people across the world. Unlike most other forms of media, games are inherently tangible. According to Wright young children spend their days in imaginary worlds, substituting toys and make believe into the real world that they are just beginning to explore and understand. Wright states that games are the result of imagination and that they consist of rules and goals. Generation of teenagers has grown up with different set of games. Teenagers use the scientific method rather than reading the manual first. Games today maybe a person’s only place to express a high-level of creativity and growth. Older generations have a lot of criticisms for games, the games can help a person learn to think on his or her own.
A significantly more complex video game: the single-player action/puzzle game. In the beginning, you find yourself in a small, clinical-looking room with no obvious way out. There’s nothing obvious to do: no enemies to fight, no treasure to pick up, no falling objects to avoid. With so few clues for how to proceed, your
In the individualistic game-based learning situation, students were again asked to sit at their own desks and played the game individually against the computer. But this time no scores were compared against other students. Meaning, no individual gaming ranks were announced at the end. They would solely measure and compare their own learning improvement skills based upon the gaming score record and the number of game levels they completed within each gaming session. (Ke, F., 2008)
The Washington Post published the story “2015 Superintendent of the Year: High-stakes testing is the ‘fool’s gold’ of accountability” by Valerie Strauss on August 27 about one superintendent’s discontent with constant “high stakes testing”. Strauss was covering the story of man who was named the “2015 American Association of School Administrators National Superintendent of the Year”, Philip D. Lanoue who is the superintendent of the Clarke County School District in Georgia, which is one of the most impecunious districts in the state. Lanoue believes that the constant pattern of standardized testing in schools is completely different from what he refers to as actual “meaningful assessment” and considers the tests to be unbeneficial for students.
If there were one word to describe Ralph, it would be leadership. He is an attractive and intelligent young man who demonstrates obvious common sense. Ralph is the person who conceives the meeting place, the fire, and also the huts. In the beginning of the story, Ralph is very optimistic, calm, and confidant. He knows what needs to be done and has accepted his role of leadership. However, he lacks the ability to lead. An example of this can be when he stops commanding respect from the boys. He’s also always complaining to the boys that they aren’t doing things right. Towards chapter 9, Ralph is leaning towards “savagery” just like the boys. He is an active participant
After tracking the errors, it suggests games that focus on specific problem areas. The student can adjust the background music, turn off sound, and select what drills or games to play.
Tom Bissell presents an article in 2010, to college students of which is “Why Video Games Matter.” Bissell isn’t intending for the argument to be about video game criticism, the history of the gaming, or an assessment of anything. On the contrary, he wants to articulate his own opinions and thoughts on what playing games feels like, why he plays them, and the questions they make him think about. Being a gamer myself, I have also endured the struggles of what being obsessed with a video game feels like. It is understood that when first purchasing a video game, all one thinks about is getting home and popping it in the console, disregarding everything else that is happening in the vicinity.
Contraception has been around for thousands of years. Several methods and technologies have occurred over these years to help further the effectiveness of contraception. Contraceptives come in all shapes and sizes and each one has different qualities including, their strengths and weaknesses. The most commonly used contraceptive is a condom, which helps prevent pregnancies and the transmission of sexual diseases. One large advance for contraception is birth control, which falls almost completely under women. Only two forms of contraceptives are for men; condoms and vasectomies. Providing a birth control for men, knowing the chemical abilities to
Being able to take and learn from criticism is what allows the team to progress and succeed in the long run. Taking the time to understand how the demonstration works, what you are doing incorrectly, and taking the steps to fix it is imperative to making the team’s demonstration appear as flawlessly as
t some point every person will face a situation where they must choose between telling
This play test was conducted by my sister someone who generally doesn 't play board games or video games, I wanted to use this one as more as a control group in order to see how somebody who is new to the concept of gaming would handle making choices to reach a goal. surprisingly she did well, instead of playing to test the main concepts of the game, she was more driven to completing the game, so after each turn she would double check the rules and aimed for bonus panels when she rolled low in order to maximize her chance to gain buffs to move further . In this test she went for the oxygen refill while having low Actions and movement, however instead of winning this round she failed mainly due to bad luck.
Video games can be used as instructional tools as well. They have positive elements and add value; they create a micro world of their own. The players act based on natural tendencies towards learning. Therefore, learning occurs while playing (Rosas et al., 2003).
In the United States, we have many conflicts such as discrimination, war between other counties, and most importantly the debate of drug legalization. The reason for the debate/conflict on drug legalization is because of timely matter. For an example, Colorado and Washington have passed laws for the legalizing the recreational use of marijuana (Rosenkraz, 2016). The United States has been fighting a war with drug for 41 years. The estimated costs so far is about 2.5 trillion dollars (Dovan, 2016). Therefore, that information shows why Americans are debating about the legalization of drugs. Many Americans do not favor the cause of drug legalization, but there are minority who disagree. I am one of the minority whom does favor the cause of drug legalization. My goal in this paper is to give my opinion and information to show why I do favor the legalization of drugs.