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    <title>Fyn Ng on Behance</title>
    <dc:date>2017-03-24T11:45:42+00:00</dc:date>
    <link>https://www.behance.net/fynng</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Mixed Motion Design concepts and renders]]></description>
<dc:subject>ui ux ar mr concept design</dc:subject>
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    <title>Gamasutra: Todd Horn's Blog - An Overview of Gamification</title>
    <dc:date>2013-06-04T12:19:54+00:00</dc:date>
    <link>http://gamasutra.com/blogs/ToddHorn/20130529/193230/An_Overview_of_Gamification.php</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Understanding how and why gamification works, the areas it is most effective, and what the limits are will help you determine the best approach. These topics will be discussed throughout this blog post.

Gamification provides a direct benefit to the site owner and a more indirect benefit to the site user. For the site owner, gamification can be utilized to keep users on the site longer, consuming more information, contributing more content and returning more often. For site users, gamification can contribute to the sense of satisfaction those users might feel when interacting with the site. Their loyalty might be rewarded, their opinions highlighted, and/or their participation and expertise acknowledged. Gamification, when thoughtfully applied, can be a very valuable tool to increase engagement and improve brand loyalty.]]></description>
<dc:subject>gamification games concept</dc:subject>
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    <title>Car of the Future: Toyota Fun Vii Is a Pleasure Palace on Wheels [VIDEO]</title>
    <dc:date>2011-12-04T10:41:14+00:00</dc:date>
    <link>http://mashable.com/2011/12/03/toyota-fun-viivideo/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The 13-foot-long three-seater’s interior and exterior are blank slates for whatever visuals you would like to wirelessly paint onto them in real time. And if you get too confused, there’s a holographic “navigation concierge” lady with a cute little hat to accompany you, guiding you around the vehicle’s futuristic features. She also helps you find your way from one place to another, which is probably effortless considering that the vehicle is networked with all the other cars on the road and drives itself.]]></description>
<dc:subject>technology car mobile future concept</dc:subject>
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    <title>Simple Genius: Pockit, A Game Console With No Screen And No Graphics | Co. Design</title>
    <dc:date>2011-11-29T13:55:40+00:00</dc:date>
    <link>http://www.fastcodesign.com/1665495/simple-genius-pockit-a-game-console-with-no-screen-and-no-graphics</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Is a video game still a video game if there's no... video? Designer Adam Henriksson grabs that question by the horns with Pockit, a game console concept that has no graphics whatsoever. Instead, it's a Wii-like motion-sensing wand that "encourages everyone to be physical and have a reason to break norms," he writes. Rather than waving the wand around in front of a screen -- which is the only way you get to see what your wand is representing--the Pockit moves that aspect of the game experience into your own mind's eye. Whether you've configured the Pockit to be "running" a swordfighting game or something else, the point is that the players are focusing their attention on each other in real life, not virtualized avatars.]]></description>
<dc:subject>gamedesign games innovation concept z3</dc:subject>
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    <title>Flark Design » Blog Archive » Stop Calling Them Design Docs - Knowing the game — by Mike Birkhead</title>
    <dc:date>2011-06-25T16:51:49+00:00</dc:date>
    <link>http://www.flarkminator.com/2011/06/22/stop-calling-them-design-docs/?</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[And start calling them Design Tools. Docs get appended, while Tools are put aside as needs change. Design docs are necessary, but their definition is both antiquated and inadequate to the task they provide. In fact, their task–as tools–is threefold, and it worries me that none of this was explained to me.
A game designers job goes through three major periods: figuring out what the hell you are making, getting the team on board with the initial idea, and then managing the vision as the game is redesigned (like, a lot – a LOT a lot); similarly, your documentation, as the project goes through these stages, serves three purposes: extrapolation, communication, and collation.]]></description>
<dc:subject>gamedesign documentation gamedev concept z3</dc:subject>
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    <title>Lost Garden: Game Design Logs</title>
    <dc:date>2011-05-04T13:33:36+00:00</dc:date>
    <link>http://www.lostgarden.com/2011/05/game-design-logs.html?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+LostGarden+%28Lost+Garden%3A+Game+Design%29&amp;utm_content=Google+Reader</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[If you still practice or encourage the outdated practice of writing long design documents, you are doing your team and your business a grave disfavor. Long design docs embody and promote an insidious world view: They make the false claim that the most effective way to make a game is to create a fixed engineering specification and then hand that off to developers to implement feature by bullet-pointed feature.]]></description>
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