THE PLAYER Good game design is player-centric. That means that above all else, the player and her desires are truly considered. Rather than demanding that she do something via the rules, the gameplay itself should inherently motivate the player in the direction the designer wants her to go. Telling players they must travel around the board or advance to the next level is one thing. If they don’t have a reason and a desire to do it, then it becomes torture. In creating a game, designers take
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its consumers has made the business industry very accessible to people around the globe. And it has also influenced the means to which companies market their products and communicate with their customers. As such there is no truer industry where digital communications and social media interactions between the customers and their preferred brand is of utmost importance than within the cosmetic industry. According to Richardson, Gosnay and Carroll (2010), E-marketing allows companies to more specifically
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‘Dystopian fiction is less about the powerful and more about the powerless’ To what extent is this true in The Handmaid’s Tale and 1984? Dystopian fiction usually revolves over a power struggle between an oppressor and the oppressed, alternatively this can be given the label of powerful and powerless. However, the exposure given to one of these groups is often inclined to be imbalanced. For example, The Giver by Lois Lowry has biased exposure towards the powerless due to the simple fact of the
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02 Digital Marketing Strategy What’s inside: An introduction to some key terms and concepts and a guide to understanding strategy. We look at the questions to ask when compiling a digital marketing strategy, and a digital marketing strategy in action. Digital Marketing Strategy › What is marketing? Digital Marketing Strategy › Introduction 2.1 Introduction A strategy indicates the most advantageous direction for an organisation to take over a defined period of time. It also
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British Journal of Educational Technology doi:10.1111/j.1467-8535.2007.00793.x Vol 39 No 5 2008 775–786 The ‘digital natives’ debate: A critical review of the evidence Sue Bennett, Karl Maton and Lisa Kervin Sue Bennett is a senior lecturer in the Faculty of Education, University of Wollongong. Karl Maton is a lecturer in the Department of Sociology and Social Policy at the University of Sydney. Lisa Kervin is a lecturer in the Faculty of Education, University of Wollongong. Address
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Marcus, Nur Lillah and Sylvester Introduction With the vast advancement of technology today, the world has become progressively interconnected. Together with the rise in connection and communication, countries’ borders are also increasingly unclear as cultures cross borders and people adopt new ways of life styles and new manners of thinking. Most Asian societies for example, view the world from the eyes of the Americans or western culture and hence, they tend to adopt a foreign lifestyle in
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practices within digital popular culture. The participants included three male and two female students of a private high school in the Midwestern United States. The study is framed by the notion that literacy is a socially, culturally, and historically situated discursive construct rather than a purely individualized cognitive endeavor. This social constructivist theory of literacy emphasizes the social conditions necessary to navigate the economic, social, and political worlds of the 21st century
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Highly-Available, Homogeneous Theory for Reinforcement Learning John Mahogany Abstract Virtual theory and the memory bus [18,18] have garnered improbable interest from both information theorists and cyberneticists in the last several years. In fact, few information theorists would disagree with the improvement of DHCP, which embodies the intuitive principles of electrical engineering. Our focus here is not on whether courseware and architecture are rarely incompatible, but rather on constructing
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“The Museum” – An Argument In today’s digital age, it has been realized that hyper mediated literature contains hypertext information which provides information via a story which enables the reader to gain insight of information via text. In this manner the reader can choose to use or not to use the hypertext which will play a major role in what the reader will gain from the story. “The Museum” that is written by Adam Kenney (2004) gives a reader an exact understanding of hyper mediated literature
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aftermath. Module Titles Module 1—Early American exploration and colonization (SLO1) Module 2—British colonies (SLO2) Module 3—Road to the Revolution and the American Revolution (SLO3) Module 4—Early Republic (SLO4 and SLO5) Module 5—Jacksonian America (SLO 6 and SLO7) Module 6—Road to the Civil War (SLO8) Module 7—Civil War (SLO8) Module 8—Shaping American history: Signature Assignment (all SLOs) Module 1 Early Exploration and Contact with Native Americans Welcome to HIS 120:
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