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<rss xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><atom:link rel="hub" href="http://tumblr.superfeedr.com/" xmlns:atom="http://www.w3.org/2005/Atom"/><description>John M. Quick is a game designer, researcher, writer, and educator. This website presents a brief portfolio of his creative and scholarly achievements.</description><title>John M. Quick</title><generator>Tumblr (3.0; @johnmquick)</generator><link>http://johnmquick.com/</link><item><title>Portfolio</title><description>&lt;p class="floatLeft"&gt;&lt;img src="http://media.tumblr.com/d1e5b959b03e10b4a5e91dd07840137d/tumblr_inline_mmdwh7uImL1qdmovq.png" width="200" alt="image"/&gt;&lt;/p&gt;
&lt;p&gt;John M. Quick is a game designer, researcher, writer, and educator. This website presents a brief portfolio of his creative and scholarly achievements. Use the icon buttons at the top of this site to see information on his games, publications, and related works.&lt;/p&gt;
&lt;p&gt;Note: This website previously hosted a blog. No new posts are being made here, although the &lt;a href="http://johnmquick.com/archive" target="_blank"&gt;archive&lt;/a&gt; can still be accessed. John&amp;#8217;s current writings on game design can be found at &lt;a href="http://gamedes.in/" target="_blank"&gt;gamedes.in&lt;/a&gt;.&lt;/p&gt;</description><link>http://johnmquick.com/post/50507667051</link><guid>http://johnmquick.com/post/50507667051</guid><pubDate>Wed, 15 May 2013 11:01:00 -0700</pubDate></item><item><title>Nintendo's 2013 Game Release Announcements</title><description>&lt;p&gt;On April 17, 2013, Nintendo of America (@NintendoAmerica) shared information on several upcoming game releases. Nintendo appears to have a power-packed lineup for this year. This post briefly organizes the announcements and provides my initial reactions. The official announcement can be found in &lt;a href="http://www.nintendo.com/nintendo-direct/archive/04-17-2013/" target="_blank"&gt;this 30+ minute Nintendo Direct video&lt;/a&gt;.&lt;/p&gt;
&lt;hr&gt;&lt;p&gt;April 21: LEGO City Undercover: The Chase Begins (3DS)&lt;/p&gt;
&lt;blockquote class="twitter-tweet"&gt;&lt;p&gt;LEGO City Undercover: The Chase Begins is headed to Nintendo 3DS on 4/21. &lt;a href="https://twitter.com/search/%23NintendoDirectNA" target="_blank"&gt;#NintendoDirectNA&lt;/a&gt; &lt;a href="http://t.co/P4A3lihnUi" title="http://twitter.com/NintendoAmerica/status/324529958259150849/photo/1" target="_blank"&gt;twitter.com/NintendoAmeric…&lt;/a&gt;&lt;/p&gt;&lt;div&gt;— Nintendo of America (@NintendoAmerica) &lt;/div&gt;&lt;div&gt;&lt;a href="https://twitter.com/NintendoAmerica/status/324529958259150849" target="_blank"&gt;April 17, 2013&lt;/a&gt;&lt;/div&gt;&lt;/blockquote&gt;
&lt;script src="//platform.twitter.com/widgets.js" charset="utf-8" type="text/javascript"&gt;&lt;/script&gt;&lt;p&gt;It looks like it has potential and has been called LEGO GTA, but I probably won&amp;#8217;t make time for it.&lt;/p&gt;&lt;hr&gt;&lt;p&gt;May 9: Mario &amp;amp; Donkey Kong: Minis on the Move (eShop)&lt;/p&gt;
&lt;blockquote class="twitter-tweet"&gt;&lt;p&gt;&lt;a href="https://twitter.com/search/%23MarioandDK" target="_blank"&gt;#MarioandDK&lt;/a&gt; has four modes and more than 180 levels. Only on Nintendo 3DS eShop 5/9. &lt;a href="https://twitter.com/search/%23NintendoDirectNA" target="_blank"&gt;#NintendoDirectNA&lt;/a&gt; &lt;a href="http://t.co/TzZJHFdcjh" title="http://twitter.com/NintendoAmerica/status/324527113468248065/photo/1" target="_blank"&gt;twitter.com/NintendoAmeric…&lt;/a&gt;&lt;/p&gt;&lt;div&gt;— Nintendo of America (@NintendoAmerica) &lt;/div&gt;&lt;div&gt;&lt;a href="https://twitter.com/NintendoAmerica/status/324527113468248065" target="_blank"&gt;April 17, 2013&lt;/a&gt;&lt;/div&gt;&lt;/blockquote&gt;
&lt;script src="//platform.twitter.com/widgets.js" charset="utf-8" type="text/javascript"&gt;&lt;/script&gt;&lt;p&gt;This Donkey Kong series tends to have a great puzzles, but I&amp;#8217;m not a fan of the download-only purchase option.&lt;/p&gt;&lt;hr&gt;&lt;p&gt;May 24: Donkey Kong Country Returns 3D (eShop)&lt;/p&gt;
&lt;blockquote class="twitter-tweet"&gt;&lt;p&gt;&lt;a href="https://twitter.com/search/%23DKCR3D" target="_blank"&gt;#DKCR3D&lt;/a&gt; has 8 new levels for you to play after completing the main game. &lt;a href="https://twitter.com/search/%23NintendoDirectNA" target="_blank"&gt;#NintendoDirectNA&lt;/a&gt; &lt;a href="http://t.co/pYT5SuJFdS" title="http://twitter.com/NintendoAmerica/status/324526094529224704/photo/1" target="_blank"&gt;twitter.com/NintendoAmeric…&lt;/a&gt;&lt;/p&gt;&lt;div&gt;— Nintendo of America (@NintendoAmerica) &lt;/div&gt;&lt;div&gt;&lt;a href="https://twitter.com/NintendoAmerica/status/324526094529224704" target="_blank"&gt;April 17, 2013&lt;/a&gt;&lt;/div&gt;&lt;/blockquote&gt;
&lt;script src="//platform.twitter.com/widgets.js" charset="utf-8" type="text/javascript"&gt;&lt;/script&gt;&lt;p&gt;On the other hand, I&amp;#8217;ve never found this Donkey Kong series to be anything but extreme hype that delivers dissatisfying gameplay.&lt;/p&gt;&lt;hr&gt;&lt;p&gt;June 9: Animal Crossing: New Leaf (3DS) and 3DS XL Console Bundle&lt;/p&gt;
&lt;blockquote class="twitter-tweet"&gt;&lt;p&gt;North America is getting an Animal Crossing: New Leaf Nintendo 3DS XL bundle! &lt;a href="https://twitter.com/search/%23NintendoDirectNA" target="_blank"&gt;#NintendoDirectNA&lt;/a&gt; &lt;a href="http://t.co/0mVvgtRVQa" title="http://twitter.com/NintendoAmerica/status/324530163507408896/photo/1" target="_blank"&gt;twitter.com/NintendoAmeric…&lt;/a&gt;&lt;/p&gt;&lt;div&gt;— Nintendo of America (@NintendoAmerica) &lt;/div&gt;&lt;div&gt;&lt;a href="https://twitter.com/NintendoAmerica/status/324530163507408896" target="_blank"&gt;April 17, 2013&lt;/a&gt;&lt;/div&gt;&lt;/blockquote&gt;
&lt;script src="//platform.twitter.com/widgets.js" charset="utf-8" type="text/javascript"&gt;&lt;/script&gt;&lt;p&gt;I never got around to playing Animal Crossing, but every new release in the series looks tempting. Alas, I probably won&amp;#8217;t make time for the frequent, extended commitment it requires. &lt;/p&gt;&lt;hr&gt;&lt;p&gt;June 23: Game &amp;amp; Wario (Wii U)&lt;/p&gt;
&lt;blockquote class="twitter-tweet"&gt;&lt;p&gt;Game &amp;amp; Wario hits &lt;a href="https://twitter.com/search/%23WiiU" target="_blank"&gt;#WiiU&lt;/a&gt; on June 23. &lt;a href="https://twitter.com/search/%23NintendoDirectNA" target="_blank"&gt;#NintendoDirectNA&lt;/a&gt; &lt;a href="http://t.co/LCFTCVlhbY" title="http://twitter.com/NintendoAmerica/status/324529308649549824/photo/1" target="_blank"&gt;twitter.com/NintendoAmeric…&lt;/a&gt;&lt;/p&gt;&lt;div&gt;— Nintendo of America (@NintendoAmerica) &lt;/div&gt;&lt;div&gt;&lt;a href="https://twitter.com/NintendoAmerica/status/324529308649549824" target="_blank"&gt;April 17, 2013&lt;/a&gt;&lt;/div&gt;&lt;/blockquote&gt;
&lt;script src="//platform.twitter.com/widgets.js" charset="utf-8" type="text/javascript"&gt;&lt;/script&gt;&lt;p&gt;I&amp;#8217;m excited about this game. To me, the primary benefit of the Wii U is that it gets people playing together in casual fun. The Wario Ware series is all about fast fun and a silly, funny spirit. Thus, this game is likely a deliver a perfect experience for the Wii U.&lt;/p&gt;&lt;hr&gt;&lt;p&gt;July 16: Shin Megami Tensei 4 (3DS)&lt;/p&gt;
&lt;blockquote class="twitter-tweet"&gt;&lt;p&gt;Shin Megami Tensei 4 is coming to North America this summer, with a special first shipment. &lt;a href="https://twitter.com/search/%23NintendoDirectNA" target="_blank"&gt;#NintendoDirectNA&lt;/a&gt; &lt;a href="http://t.co/52gBFHkAp3" title="http://twitter.com/NintendoAmerica/status/324531465356447744/photo/1" target="_blank"&gt;twitter.com/NintendoAmeric…&lt;/a&gt;&lt;/p&gt;&lt;div&gt;— Nintendo of America (@NintendoAmerica) &lt;/div&gt;&lt;div&gt;&lt;a href="https://twitter.com/NintendoAmerica/status/324531465356447744" target="_blank"&gt;April 17, 2013&lt;/a&gt;&lt;/div&gt;&lt;/blockquote&gt;
&lt;script src="//platform.twitter.com/widgets.js" charset="utf-8" type="text/javascript"&gt;&lt;/script&gt;&lt;p&gt;I&amp;#8217;ll be honest here - I have no clue what this game is about other than it is likely a Japanese RPG that is being ported for a US release. Nintendo announced that the initial shipment (presumably preorders) will include perks like a soundtrack, art book, and strategy guide.&lt;/p&gt;&lt;hr&gt;&lt;p&gt;Summer: Mario Golf World Tour (3DS)&lt;/p&gt;
&lt;blockquote class="twitter-tweet"&gt;&lt;p&gt;Mario Golf World Tour will have tournaments and communities similar to MK7. &lt;a href="https://twitter.com/search/%23NintendoDirectNA" target="_blank"&gt;#NintendoDirectNA&lt;/a&gt; &lt;a href="http://t.co/EuTX6lGNid" title="http://twitter.com/NintendoAmerica/status/324523915303063553/photo/1" target="_blank"&gt;twitter.com/NintendoAmeric…&lt;/a&gt;&lt;/p&gt;&lt;div&gt;— Nintendo of America (@NintendoAmerica) &lt;/div&gt;&lt;div&gt;&lt;a href="https://twitter.com/NintendoAmerica/status/324523915303063553" target="_blank"&gt;April 17, 2013&lt;/a&gt;&lt;/div&gt;&lt;/blockquote&gt;
&lt;script src="//platform.twitter.com/widgets.js" charset="utf-8" type="text/javascript"&gt;&lt;/script&gt;&lt;p&gt;From baseball to tennis to racing, Mario&amp;#8217;s sports games are a favorite of mine. Nearly a year after Mario Tennis, I&amp;#8217;m looking forward to this installment of golf for the 3DS.&lt;/p&gt;&lt;hr&gt;&lt;p&gt;Summer: New Super Luigi U (Wii U)&lt;/p&gt;
&lt;blockquote class="twitter-tweet"&gt;&lt;p&gt;New Super Luigi U changes the 82 levels of New Super Mario Bros. U into a new adventure. &lt;a href="https://twitter.com/search/%23NintendoDirectNA" target="_blank"&gt;#NintendoDirectNA&lt;/a&gt; &lt;a href="http://t.co/Vh9emSNPTy" title="http://twitter.com/NintendoAmerica/status/324525021345239041/photo/1" target="_blank"&gt;twitter.com/NintendoAmeric…&lt;/a&gt;&lt;/p&gt;&lt;div&gt;— Nintendo of America (@NintendoAmerica) &lt;/div&gt;&lt;div&gt;&lt;a href="https://twitter.com/NintendoAmerica/status/324525021345239041" target="_blank"&gt;April 17, 2013&lt;/a&gt;&lt;/div&gt;&lt;/blockquote&gt;
&lt;script src="//platform.twitter.com/widgets.js" charset="utf-8" type="text/javascript"&gt;&lt;/script&gt;&lt;p&gt;Sadly, while I own and enjoy New Super Mario Bros. U, I&amp;#8217;m far from finishing the game. Perhaps the classic Mario platform style has worn on me. I seem only able to pick the game up for brief spurts from time to time. Once I finish the original game, I might look into this Luigi expansion.&lt;/p&gt;&lt;hr&gt;&lt;p&gt;August 4: Pikmin 3 (Wii U)&lt;/p&gt;
&lt;blockquote class="twitter-tweet"&gt;&lt;p&gt;Since you guys asked so nicely, here&amp;#8217;s a release date for Pikmin 3: August 4. &lt;a href="http://t.co/h6ceglAiCB" title="http://twitter.com/NintendoAmerica/status/324540406622736386/photo/1" target="_blank"&gt;twitter.com/NintendoAmeric…&lt;/a&gt;&lt;/p&gt;&lt;div&gt;— Nintendo of America (@NintendoAmerica) &lt;/div&gt;&lt;div&gt;&lt;a href="https://twitter.com/NintendoAmerica/status/324540406622736386" target="_blank"&gt;April 17, 2013&lt;/a&gt;&lt;/div&gt;&lt;/blockquote&gt;
&lt;script src="//platform.twitter.com/widgets.js" charset="utf-8" type="text/javascript"&gt;&lt;/script&gt;&lt;p&gt;I never played the preceding Pikmin games, but I did get a taste of the series thanks to Nintendo Land. I&amp;#8217;m intrigued by the possibility of diving into a full Pikmin game, but amidst so many strong titles, I&amp;#8217;ll remain undecided on this one.&lt;/p&gt;&lt;hr&gt;&lt;p&gt;August 11: Mario &amp;amp; Luigi: Dream Team (3DS)&lt;/p&gt;
&lt;blockquote class="twitter-tweet"&gt;&lt;p&gt;Mario &amp;amp; Luigi: Dream Team will be available on 8/11. &lt;a href="https://twitter.com/search/%23NintendoDirectNA" target="_blank"&gt;#NintendoDirectNA&lt;/a&gt; &lt;a href="http://t.co/E8HltvsyVK" title="http://twitter.com/NintendoAmerica/status/324523517670481921/photo/1" target="_blank"&gt;twitter.com/NintendoAmeric…&lt;/a&gt;&lt;/p&gt;&lt;div&gt;— Nintendo of America (@NintendoAmerica) &lt;/div&gt;&lt;div&gt;&lt;a href="https://twitter.com/NintendoAmerica/status/324523517670481921" target="_blank"&gt;April 17, 2013&lt;/a&gt;&lt;/div&gt;&lt;/blockquote&gt;
&lt;script src="//platform.twitter.com/widgets.js" charset="utf-8" type="text/javascript"&gt;&lt;/script&gt;&lt;p&gt;In general, Mario games tend to be good. However, I&amp;#8217;m still a little unclear on what this game is, even after seeing the videos. Since it&amp;#8217;s called Dream Team, I&amp;#8217;m assuming there will be guest appearances from Bowser, Peach, and Chris Mullin.&lt;/p&gt;&lt;hr&gt;&lt;p&gt;Winter: Mario Party (3DS)&lt;/p&gt;
&lt;blockquote class="twitter-tweet"&gt;&lt;p&gt;Mr. Iwata just announced a new installment in the Mario Party series for Nintendo 3DS! &lt;a href="https://twitter.com/search/%23NintendoDirectNA" target="_blank"&gt;#NintendoDirectNA&lt;/a&gt; &lt;a href="http://t.co/HZe8fW5Oi7" title="http://twitter.com/NintendoAmerica/status/324524265699414017/photo/1" target="_blank"&gt;twitter.com/NintendoAmeric…&lt;/a&gt;&lt;/p&gt;&lt;div&gt;— Nintendo of America (@NintendoAmerica) &lt;/div&gt;&lt;div&gt;&lt;a href="https://twitter.com/NintendoAmerica/status/324524265699414017" target="_blank"&gt;April 17, 2013&lt;/a&gt;&lt;/div&gt;&lt;/blockquote&gt;
&lt;script src="//platform.twitter.com/widgets.js" charset="utf-8" type="text/javascript"&gt;&lt;/script&gt;&lt;p&gt;I generally like this series and declare Mario Party 2 as far and away the best. However, there came a point (around Mario Party 5) that I realized Nintendo is going to release 1-3 of these games per year and I just can&amp;#8217;t keep up.&lt;/p&gt;&lt;hr&gt;&lt;p&gt;Holiday: A new game set in the world of Zelda: A Link to the Past (3DS)&lt;/p&gt;
&lt;blockquote class="twitter-tweet"&gt;&lt;p&gt;A new Zelda game that takes place in the world from A Link to the Past is coming to &lt;a href="https://twitter.com/search/%233DS" target="_blank"&gt;#3DS&lt;/a&gt; this year. &lt;a href="https://twitter.com/search/%23NintendoDirectNA" target="_blank"&gt;#NintendoDirectNA&lt;/a&gt; &lt;a href="http://t.co/fVhZSUltBx" title="http://twitter.com/NintendoAmerica/status/324531729329176577/photo/1" target="_blank"&gt;twitter.com/NintendoAmeric…&lt;/a&gt;&lt;/p&gt;&lt;div&gt;— Nintendo of America (@NintendoAmerica) &lt;/div&gt;&lt;div&gt;&lt;a href="https://twitter.com/NintendoAmerica/status/324531729329176577" target="_blank"&gt;April 17, 2013&lt;/a&gt;&lt;/div&gt;&lt;/blockquote&gt;
&lt;script src="//platform.twitter.com/widgets.js" charset="utf-8" type="text/javascript"&gt;&lt;/script&gt;&lt;p&gt;Just about any Zelda is a winner, although I&amp;#8217;m more fond of the early NES/SNES/GB releases than the recent ones. If this is indeed an original game based on LTTP, then I&amp;#8217;m going to be very excited for it. If it&amp;#8217;s just a remake in 3D, then it will still be nice.&lt;/p&gt;&lt;hr&gt;&lt;p&gt;Other Announcements&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Now: Wii U Spring System Update (Direct Wii mode access on startup, Download/install while system is off, background updates, Virtual Console, Panorama View)&lt;/li&gt;
&lt;li&gt;Unknown: Legend of Zelda: Oracle of Ages &amp;amp; Seasons (eShop)&lt;/li&gt;
&lt;li&gt;Unknown: Yoshi&amp;#8217;s Island (3DS)&lt;/li&gt;
&lt;li&gt;Unknown: LEVEL-5 eShop games (The Starship Damrey, Attack of the Friday Monsters: A Tokyo Tale, Bugs vs. Tanks)&lt;/li&gt;
&lt;li&gt;Unknown: EarthBound (Virtual Console)&lt;/li&gt;
&lt;li&gt;2014: Bravely Default: Flying Fairy (3DS)&lt;/li&gt;
&lt;li&gt;2014: Professor Layton and the Azran Legacy (3DS)&lt;/li&gt;
&lt;/ul&gt;&lt;hr&gt;&lt;p&gt;This is quite a list of releases for Nintendo this year. Personally, I am most looking forward to Game &amp;amp; Wario, Mario Golf, and the revised Zelda: LTTP.&lt;/p&gt;</description><link>http://johnmquick.com/post/48227632385</link><guid>http://johnmquick.com/post/48227632385</guid><pubDate>Wed, 17 Apr 2013 15:04:00 -0700</pubDate><category>games</category><category>Nintendo</category><category>Nintendo 3DS</category><category>Nintendo Wii U</category><category>news</category></item><item><title>Monetization: Ultimate Collector for iPhone</title><description>&lt;p&gt;My new iPhone app, Monetization: Ultimate Collector, has been released. If you dare, you can &lt;a target="_blank" href="https://itunes.apple.com/us/app/id602733219?mt=8"&gt;download Monetization from the Apple App Store&lt;/a&gt;. However, this is an occasion when you might want to read up on the background of the app before diving in.&lt;/p&gt;
&lt;p class="alignCenter"&gt;&lt;img src="https://dl.dropbox.com/u/10246536/Web/Blog/20130410_monetization_1.png" alt="image"/&gt;&lt;/p&gt;
&lt;h3&gt;Description&lt;/h3&gt;
&lt;p&gt;In Monetization: Ultimate Collector, your dreams for amassing intangible wealth and achieving effortless progress can finally come true. Track your status! Collect shiny coins! Play the Coin Matchup game! Become the Ultimate Collector!&lt;/p&gt;
&lt;p&gt;Monetization: Ultimate Collector features:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Lots of stuff to buy!&lt;/li&gt;&lt;li&gt;Shiny coins in bronze, silver, and gold!!&lt;/li&gt;&lt;li&gt;Special status for the most ultimate collectors!!!&lt;/li&gt;&lt;li&gt;No sound!!!!&lt;/li&gt;&lt;li&gt;Minimal gameplay!!!!!&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;As you may have recognized by now, Monetization intentionally satirizes design trends of the past few years in mobile/social network games and apps. I&amp;#8217;ll list just a few ways in which Monetization exemplifies industry trends in poor game design:&lt;/p&gt;&lt;p&gt;Players can only make cost-free, skill-driven progress using 5 free turns, which are provided once every 24 hours&lt;/p&gt;
&lt;p&gt;Players must buy additional turns to continue making matches&lt;/p&gt;
&lt;p class="alignCenter"&gt;&lt;img src="https://dl.dropbox.com/u/10246536/Web/Blog/20130410_monetization_2.png" alt="image"/&gt;&lt;/p&gt;
&lt;p&gt;Players can simply tap on any object in the app to purchase it&lt;/p&gt;
&lt;p class="alignCenter"&gt;&lt;img src="https://dl.dropbox.com/u/10246536/Web/Blog/20130410_monetization_3.png" alt="image"/&gt;&lt;/p&gt;
&lt;p&gt;Players can simply tap on a button to instantly pay to win and unlock everything in the app (along with an exclusive status that is only unlocked through this purchase)&lt;/p&gt;
&lt;p class="alignCenter"&gt;&lt;img src="https://dl.dropbox.com/u/10246536/Web/Blog/20130410_monetization_4.png" alt="image"/&gt;&lt;/p&gt;
&lt;p&gt;Players can&amp;#8217;t really do much in the app other than buy things and stare at the associated intangible digital objects&lt;/p&gt;
&lt;p&gt;The point is that many games today focus primarily on how they can extract money from players in the short term, rather than on how they can provide players with quality, long-term experiences. In a recent article, &lt;a href="http://www.gamasutra.com/view/feature/188197/the_metrics_arent_the_message.php" target="_blank"&gt;Laralyn McWilliams&lt;/a&gt; described this monetization-obsessed design mentality, as well as the necessary shift away from analytics-driven to analytics-informed design. I agree that games, regardless of platform, need to focus on providing a genuine, meaningful play experience. In addition, data can and should be used to inform, but not dictate, good game design. Monetization is an example of how design has been executed poorly as of late. As designers and as an industry, we would be much better off if it is the last game that demonstrates this mentality.&lt;/p&gt;
&lt;h3&gt;Background&lt;/h3&gt;
&lt;p&gt;Originally, Monetization was essentially a collection of coins that could be tapped on and purchased in-app. Alternatively, players could unlock everything with a single large purchase. Or they could wait to receive a free coin once per day. However, since I only wanted to demonstrate terrible design techniques, rather than profit from them myself, I mimicked in-app purchases without making any actual transaction with players (mind you, all the while refraining from advertising this app as a fun, free way for parents to provide their young children with a quality mobile gaming experience without the fears of unauthorized purchases!!!). However, the initial version of Monetization was quietly rejected by Apple just days before the &lt;a href="http://www.pocketgamer.co.uk/r/iPad/Sweatshop+HD/news.asp?c=49468" target="_blank"&gt;banning of a different serious game&lt;/a&gt; would stir up widespread controversy.&lt;/p&gt;
&lt;p&gt;After the rejection, I toned down much of the language in the app description and the mimicked in-app purchases - both of which made it obvious the game was a serious satire. I also begrudgingly added minimal play to the app in the form of a memory matching game to quell Apple&amp;#8217;s fear that, although they &amp;#8220;value simplicity,&amp;#8221; my app was somehow too simple. Apparently, those moves were enough to get the app into the store. However, given Apple&amp;#8217;s recent aggressive stance against serious games, I wouldn&amp;#8217;t be surprised if it gets removed at some point. Of course, I would argue that Monetization provides as much content and the same experience as the majority of the hordes of free-to-play apps that it publishes daily.&lt;/p&gt; 
&lt;h3&gt;Monetize!&lt;/h3&gt;
&lt;p&gt;Download &lt;a target="_blank" href="https://itunes.apple.com/us/app/id602733219?mt=8"&gt;Monetization: Ultimate Collector&lt;/a&gt; for the iPhone and begin experiencing tasteless industry trends in game design firsthand!&lt;/p&gt;</description><link>http://johnmquick.com/post/47703290805</link><guid>http://johnmquick.com/post/47703290805</guid><pubDate>Thu, 11 Apr 2013 08:00:42 -0700</pubDate><category>iphone</category><category>ipad</category><category>ios</category><category>games</category><category>serious games</category><category>mobile</category><category>social</category><category>apple</category><category>monetization</category></item><item><title>After a Rocky Start, SimCity is Rocking!</title><description>&lt;p&gt;While it looked as if SimCity was off to a rocky start after its &lt;a href="http://news.cnet.com/8301-17938_105-57573053-1/simcity-launch-a-complete-disaster" target="_blank"&gt;March 5 launch debacle&lt;/a&gt;, Maxis released a statement today declaring that the game&amp;#8217;s server and non-essential feature difficulties are &amp;#8220;at least, completely, 62%, entirely fixed.&amp;#8221; This news comes as a relief to fans worldwide who have been waiting in long server queues or unable to verify the authenticity of their purchases through a persistent online connection for weeks.&lt;/p&gt;
&lt;p&gt;However, following the initial launch complaints, savvy, detailed-oriented players started noting apparent problems with SimCity&amp;#8217;s underlying artificial intelligence architecture. For instance, firetrucks appeared programmed to take &lt;a href="http://www.youtube.com/watch?v=WQs4WIxXQog" target="_blank"&gt;high-speed qualifying laps&lt;/a&gt; around town chasing the sought-after pole position in lieu of rescuing burning houses. Meanwhile, masses of hyperactive Sims were caught playing hooky from work as they &lt;a href="http://www.youtube.com/watch?v=w6YGfCmVrIM" target="_blank"&gt;walked in small squares&lt;/a&gt; for hours on end. Nevertheless, Maxis proudly denounced fan criticisms as &amp;#8220;poppycock&amp;#8221; today and announced that it had completely revamped the artificial intelligence underlying these core systems. As demonstrated in the following screenshots, I verified that Maxis corrected the bugs and that all systems are functioning properly.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://media.tumblr.com/55503f75064a37d39435fce266379916/tumblr_inline_mjzn83nczL1qz4rgp.png" alt="image" width="550"/&gt;&lt;/p&gt;
&lt;p&gt;Firetruck convoys now rush to every incident and form civil lines as they wait their turn to fight fires&lt;/p&gt;
&lt;p&gt;A spokesperson was reportedly overheard muttering:&lt;/p&gt;
&lt;blockquote&gt;&lt;div&gt;&amp;#8220;Ya want fiyatrucks!? I&amp;#8217;ll give ya fiyatrucks!!!&amp;#8221;&lt;/div&gt;&lt;/blockquote&gt;
&lt;p&gt;&lt;img src="http://media.tumblr.com/a5222c3c3cff3bf8ea8fe9d03f49da54/tumblr_inline_mjzn95M5Ts1qz4rgp.png" alt="image" width="550"/&gt;&lt;/p&gt;
&lt;p&gt;Masses of Sims now walk in long lines, rather than being jumbled in small square looping paths&lt;/p&gt;
&lt;p&gt;An internal source explained:&lt;/p&gt;
&lt;blockquote&gt;&lt;div&gt;We believe that a Sim should be free. And a Sim, however tiny an automaton, desires to be free. A tiny square loop in the general vicinity of a Sim&amp;#8217;s domicile is not free. A straight line that stretches from one end of a small plot of land to the other: that&amp;#8217;s free.&lt;/div&gt;&lt;/blockquote&gt;
&lt;h3&gt;SimCity Conservation DLC Coming Soon&lt;/h3&gt;
&lt;p&gt;Now that all of the launch foibles and core design issues in SimCity have been solved, the development team has been hard at work on realizing additional aspects of its &lt;em&gt;Grand Vision&lt;/em&gt;. These items will trickle out over time in the form of affordable DLC packs. Excitingly, we&amp;#8217;re prepared today to release an exclusive tease for the upcoming installment.&lt;/p&gt;
&lt;p&gt;The following screenshot is from my press-exclusive beta test of SimCity&amp;#8217;s upcoming SimConservation DLC pack. There is no word on pricing yet, but the DLC is estimated to go on sale next month for around $149.99 with the $29.99 spruce, pine, and evergreen tree bundles to follow shortly after.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://media.tumblr.com/c3c3a6fd35bfb8a905ad492810996b70/tumblr_inline_mjzn9ojBsL1qz4rgp.png" alt="image" width="550"/&gt;&lt;/p&gt;
&lt;p&gt;My pristine landscape after 900 hours testing the new SimConservation DLC&lt;/p&gt;
&lt;p&gt;&lt;font color="F0F0F0"&gt;Disclaimer: This article was created solely for satirical purposes and does not contain factual information.&lt;/font&gt;&lt;/p&gt;</description><link>http://johnmquick.com/post/46850466351</link><guid>http://johnmquick.com/post/46850466351</guid><pubDate>Mon, 01 Apr 2013 08:00:36 -0700</pubDate><category>games</category><category>EA</category><category>Maxis</category><category>SimCity</category><category>Sims</category><category>DRM</category><category>news</category><category>humor</category><category>april fools</category></item><item><title>Publication: The Gameplay Enjoyment Model</title><description>&lt;p&gt;An article describing the revised and expanded version of my empirical Gameplay Enjoyment Model (GEM) has been published in the International Journal of Gaming and Computer-Mediated Simulations (IJGCMS). This article also discusses educational game design and research opportunities related to the GEM components of Challenge, Companionship, Competition, Exploration, Fantasy, and Fidelity.&lt;/p&gt;
&lt;h3&gt;Citation&lt;/h3&gt;&lt;p&gt;Quick, J.M., Atkinson, R.K., &amp;amp; Lin, L. (2012). The Gameplay Enjoyment Model. &lt;em&gt;International Journal of Gaming and Computer-Mediated Simulations 4&lt;/em&gt;(4), p. 64-80.&lt;/p&gt;
&lt;h3&gt;Abstract&lt;/h3&gt;&lt;p&gt;To date, reviews of the games literature have noted a lack of empirical studies examining the relationships between games and their purported benefits (Huizenga, Admiraal, &amp;amp; Dam, 2011; Vandercruysse, Vanderwaetere, &amp;amp; Clarebout, 2012; Young et al., 2012). Furthermore, researchers have called for a better understanding of the specific game features that may lead to beneficial outcomes (Hartmann &amp;amp; Klimmt, 2006; Klimmt, Schmid, &amp;amp; Orthmann, 2009; McNamara, Jackson, &amp;amp; Graesser, 2010; Vorderer, Bryant, Pieper, &amp;amp; Weber, 2006; Wilson et al., 2009). In this survey study, a structural equation modeling (SEM) approach was employed to better understand the specific features that influence player enjoyment of video games. The resulting Gameplay Enjoyment Model (GEM) explains players’ overall Enjoyment of games, as well as their preferences for six specific types of enjoyment, including Challenge, Companionship, Competition, Exploration, Fantasy, and Fidelity. The implications of these model components are discussed in the context of educational game design and future directions for research are offered. GEM provides an empirical framework within which vital progress can be made in understanding the enjoyment of games and the role that games play in education.&lt;/p&gt;
&lt;h3&gt;Contact&lt;/h3&gt;&lt;p&gt;You can retrieve &lt;a href="http://www.igi-global.com/article/gameplay-enjoyment-model/74835" target="_blank"&gt;The Gameplay Enjoyment Model&lt;/a&gt; article from publisher IGI Global. For more information on this paper or my related work, please send a message via my &lt;a href="http://www.johnmquick.com/contact" target="_blank"&gt;contact form&lt;/a&gt;.&lt;/p&gt;</description><link>http://johnmquick.com/post/42941007770</link><guid>http://johnmquick.com/post/42941007770</guid><pubDate>Tue, 12 Feb 2013 12:55:00 -0700</pubDate><category>Gameplay Enjoyment Model</category><category>games</category><category>education</category><category>educational technology</category><category>research</category><category>Serious Games</category></item><item><title>Global Game Jam 2013: Pulse Reader for iPad</title><description>&lt;p&gt;From January 25-27, 2013, I participated in my first &lt;a href="http://www.globalgamejam.org" target="_blank"&gt;Global Game Jam (GGJ)&lt;/a&gt;, an event that challenges people to create a game in just 48 hours. My wife and I joined forces for the first time as a game production team and ended up making &lt;a href="http://globalgamejam.org/2013/pulse-reader" target="_blank"&gt;Pulse Reader&lt;/a&gt; in the process.&lt;/p&gt;&lt;h2&gt;Pulse Reader&lt;/h2&gt;
&lt;img src="http://media.tumblr.com/8cc3be829a38749ee925f5b779a037e3/tumblr_inline_mhbnjuj09M1qz4rgp.png" alt="Pulse Reader Title" width="550"/&gt;&lt;p&gt;&lt;a href="http://globalgamejam.org/2013/pulse-reader" target="_blank"&gt;Pulse Reader&lt;/a&gt; is random memory puzzle game created during the Global Game Jam 2013 event by John and Zarraz Quick. In Pulse Reader, the player learns about a new acquaintance according to how her heart responds to the topic of conversation. The player only directs his own side of the conversation and does not receive any verbal cues from his partner. Instead, he is only left with positive or negative feedback provided by her pulse. The player builds rapport by directing the conversation in desirable ways and by remembering details about his partner, but can lose it just as fast by being forgetful or bringing up less desirable topics.&lt;/p&gt;
&lt;img src="http://media.tumblr.com/73ca4aa11fbf8fe41db9bfbd50e96580/tumblr_inline_mhbnkax9xy1qz4rgp.png" alt="Pulse Reader Gameplay Screenshot" width="550"/&gt;&lt;p&gt;On a global level, Pulse Reader is intended to represent the mysterious and fragile essence of new relationships. Simultaneously, it highlights our often overreliance on verbal cues in conversation.&lt;/p&gt;
&lt;h2&gt;Post Mortem&lt;/h2&gt;
&lt;p&gt;For the post mortem part of the discussion, I will focus on how our time was distributed. At 6pm on Friday night, the GGJ theme (the sound of a beating heart) was revealed at our local site. On that first night, our only goal was to come up with a game design concept (e.g. no programming, no art, no other digital work). After briefly coming up with a few ideas, we thought through one of them for about two hours. Ultimately, we concluded that the idea was not feasible for GGJ, so we scrapped it. In the last hour of that night, we came up with the concept that we would pursue. Thus, the first day of GGJ consisted of spending three hours to decide on and design a game concept.&lt;/p&gt;&lt;p&gt;Saturday is where the vast majority of our time and efforts were located. I worked on the programming, while my teammate worked on the art. In total, we spent about 12 hours working and completed about 90% of the project.&lt;/p&gt;&lt;p&gt;Sunday was reserved for the finishing touches, such as audio, icons, screenshots, gameplay videos, device testing, and uploading our submission to the official GGJ website. We worked for about five hours on these items and finished around noon. I would recommend finishing or nearly finishing the project on Saturday as we did, because there is much to do in the final hours of GGJ. Prepping screenshots, videos, a website, and the GGJ submission were time consuming. Also, the GGJ website was down for most of the final day (even five hours before the deadline when we were trying to submit), so be sure to factor that in.&lt;/p&gt;
&lt;p&gt;Overall and seemingly contrary to the experiences of many others, I did not feel that the GGJ was too stressful, time consuming, or difficult to complete. We went into the event knowing that the scope of the project had to be small and remained disciplined in keeping it such throughout.  We had a small team of two people who knew each other and worked well together (although not on games prior to this). I suspect that these factors contributed to the positive, balanced experience that we had. It is also worth noting that our actual time spent working on the game was only about 20 hours.&lt;/p&gt;</description><link>http://johnmquick.com/post/41701447138</link><guid>http://johnmquick.com/post/41701447138</guid><pubDate>Mon, 28 Jan 2013 08:00:00 -0700</pubDate><category>Global Game Jam</category><category>ggj13</category><category>games</category><category>iPad</category><category>iOS</category><category>postmortem</category></item><item><title>An iPad Game Project Template for Global Game Jam 2013</title><description>&lt;p&gt;&lt;strong&gt;1/27/2013 Update&lt;/strong&gt;: The game jam was a success! Our &lt;a href="http://globalgamejam.org/2013/pulse-reader" target="_blank"&gt;Pulse Reader&lt;/a&gt; game is available from the official Global Game Jam website.&lt;/p&gt;
&lt;p&gt;The 2013&amp;#160;&lt;a href="http://globalgamejam.org" target="_blank"&gt;Global Game Jam&lt;/a&gt; is coming up on January 25-27. To prepare for my first attempt at producing a video game in just 48 hours, I took a look at Christer Kaitila&amp;#8217;s book, &lt;a href="http://www.packtpub.com/game-jam-survival-guide/book" target="_blank"&gt;The Game Jam Survival Guide&lt;/a&gt;. Among the many tips that I picked up from the book were these two:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Stick to a familiar development environment (for me, that&amp;#8217;s iOS)&lt;/li&gt;&lt;li&gt;Come prepared with an empty skeleton (or skeletor) project to speed up development&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;Following from the second point, it was also noted that game jam etiquette suggests publicly sharing one&amp;#8217;s skeleton project with other jammers. Therefore, I am announcing that &lt;a href="https://dl.dropbox.com/u/10246536/Web/Blog/20130122_GGJ_Skeletor.zip" target="_blank"&gt;my iPad game skeletor project is available for public download&lt;/a&gt;. Good luck to my fellow game jammers in 2013!&lt;/p&gt;</description><link>http://johnmquick.com/post/41228620981</link><guid>http://johnmquick.com/post/41228620981</guid><pubDate>Tue, 22 Jan 2013 16:11:00 -0700</pubDate><category>Global Game Jam</category><category>games</category><category>iOS</category><category>iPad</category><category>ggj13</category></item><item><title>A Thought on Serious Games and Entertainment</title><description>&lt;p&gt;Entertainment, usually in terms of enjoyment or fun, is widely considered the primary purpose of games and other media. Logically, players of entertainment games should exhibit a goal of seeking some form of entertainment. &lt;/p&gt;

&lt;p&gt;Some scholars of serious games, which have non-entertainment goals like education, argue that their games are distinct in terms of entertainment. That is, the entertainment found in entertainment games does not apply to serious games. Serious games are composed of unique characteristics that cannot be informed by what we know about entertainment games. &lt;/p&gt;

&lt;p&gt;However, this made me ponder the goals of the player and the goals of the game. A game designed for entertainment clearly has a goal of offering entertainment, whereas a game designed for another purpose, like education, seeks to offer something different, like learning. However, it seems to me that, regardless of the game type, a player will always be seeking the same thing. Whether presented with an entertainment game or a serious game, the player is still seeking entertainment. &lt;/p&gt;

&lt;p&gt;Thus, rather than declaring serious games as wholly unique and unrelated to entertainment games, it seems that it would be beneficial for serious games to consider the successful designs found in entertainment games. In this manner, serious games have the capability to leverage what is already known about games to match the entertainment goals of players. &lt;/p&gt;

&lt;p&gt;As for achieving specific serious goals in entertaining serious games, that indeed is a unique area worthy of further exploration.&lt;/p&gt;</description><link>http://johnmquick.com/post/37918428036</link><guid>http://johnmquick.com/post/37918428036</guid><pubDate>Fri, 14 Dec 2012 11:18:00 -0700</pubDate><category>games</category><category>education</category><category>educational technology</category><category>Serious Games</category></item><item><title>GLS 8.0 Proceedings and GLS 9.0 Call</title><description>&lt;p&gt;The &lt;a href="http://www.etc.cmu.edu/etcpress/content/gls-80-conference-proceedings" target="_blank"&gt;proceedings&lt;/a&gt; from the 2012 Games + Learning + Society (GLS) 8.0 conference are now available from ETC press as a free download. My paper about &lt;a href="http://johnmquick.tumblr.com/post/25112277282/gls-8-0-confirming-the-gameplay-enjoyment-model" target="_blank"&gt;confirming the Gameplay Enjoyment Model&lt;/a&gt; can be found on pages 257-260 of the proceedings.&lt;/p&gt;&lt;p&gt;The &lt;a href="http://www.glsconference.org/2013/" target="_blank"&gt;call for GLS 9.0&lt;/a&gt; is open. Submissions are already being accepted with a deadline of January 31, 2013.&lt;/p&gt;</description><link>http://johnmquick.com/post/35563774611</link><guid>http://johnmquick.com/post/35563774611</guid><pubDate>Mon, 12 Nov 2012 08:00:27 -0700</pubDate><category>GLS</category><category>serious games</category><category>education</category><category>games</category><category>research</category></item><item><title>Meaningful Play 2012: Empirical Game Design for Explorers </title><description>&lt;p&gt;On October 20, 2012, I presented about how my research work on the &lt;a href="http://johnmquick.tumblr.com/tagged/Gameplay-Enjoyment-Model" target="_blank"&gt;Gameplay Enjoyment Model (GEM)&lt;/a&gt; was leveraged in the design of the &lt;em&gt;&lt;a href="http://johnmquick.tumblr.com/post/29483075116/pathfinders-way-for-ipad" target="_blank"&gt;Pathfinders Way&lt;/a&gt;&lt;/em&gt; iPad game. In addition, the presentation focused on the enjoyment of Exploration in games and mapping features to match the preferences of players. The &lt;a title="Quick MP2012 Slides" target="_blank" href="https://dl.dropbox.com/u/10246536/Research/Quick_MP_20121020.pdf"&gt;slides from my presentation&lt;/a&gt; and &lt;a title="Quick MP2012 Proceedings" target="_blank" href="http://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_15.pdf"&gt;proceedings paper&lt;/a&gt; are available for download as PDF files.&lt;/p&gt;</description><link>http://johnmquick.com/post/34097556218</link><guid>http://johnmquick.com/post/34097556218</guid><pubDate>Mon, 22 Oct 2012 06:54:57 -0700</pubDate><category>Gameplay Enjoyment Model</category><category>Meaningful Play</category><category>conferences</category><category>design</category><category>games</category><category>iPad</category><category>research</category></item><item><title>Meaningful Play 2012 Online Conference Proceedings</title><description>&lt;a href="http://meaningfulplay.msu.edu/proceedings2012/"&gt;Meaningful Play 2012 Online Conference Proceedings&lt;/a&gt;</description><link>http://johnmquick.com/post/34063789801</link><guid>http://johnmquick.com/post/34063789801</guid><pubDate>Sun, 21 Oct 2012 16:44:02 -0700</pubDate><category>games</category><category>conferences</category><category>Meaningful Play</category><category>serious games</category></item><item><title>University Geo Projects Revived</title><description>&lt;p&gt;I recently cleared out and reopened my &lt;a href="http://www.flickr.com/photos/johnmquick" target="_blank"&gt;Flickr&lt;/a&gt; account. My first order of business was to make the hundreds of &lt;a href="http://www.flickr.com/photos/johnmquick/sets/" target="_blank"&gt;photos from my 2009 Geo Projects&lt;/a&gt; publicly available once again.&lt;/p&gt;
&lt;h3&gt;History&lt;/h3&gt;
&lt;p&gt;In May of 2009, I ventured all over the Michigan State University (MSU) in an attempt to photograph every building on campus. Then in August of 2009, I did the same on the campus of Arizona State University (ASU). This resulted in the creation of over 600 unique photos of the various landmarks on the two campuses. &lt;/p&gt;
&lt;p&gt;In both cases, I used a Nikon D90 camera, 10.5mm fisheye lens, and geotagging device to capture the sights. Hence, not only are many of the locations on these campuses recorded in high-quality photographs, but they also have complete and accurate location data. &lt;/p&gt;
&lt;h3&gt;The Photos&lt;/h3&gt;
&lt;p&gt;I have made all of the full resolution (12.3 mp), print quality (300 dpi), geotagged &lt;a href="http://www.flickr.com/photos/johnmquick/sets/72157631709358576/" target="_blank"&gt;MSU Geo Project&lt;/a&gt; and &lt;a href="http://www.flickr.com/photos/johnmquick/sets/72157631712813617/" target="_blank"&gt;ASU Geo Project&lt;/a&gt; photos available on Flickr. I encourage people to make use of these images in articles, websites, or any variety of suitable creative works.&lt;/p&gt;
&lt;h3&gt;License&lt;/h3&gt;
&lt;p&gt;The MSU and ASU Geo Project photos are governed under a Creative Commons Attribution license, which means that they can be used as-is or modified, for commercial or non-commercial purposes. The only requirement for use is attribution to the original author. This can be accomplished by crediting my name and URL: John M. Quick (&lt;a href="http://www.johnmquick.com" target="_blank"&gt;www.johnmquick.com&lt;/a&gt;). &lt;/p&gt;
&lt;p&gt;&lt;img src="http://farm9.staticflickr.com/8453/8061818548_7d044d78b1_z.jpg" width="550"/&gt;&lt;/p&gt;&lt;p class="alignCenter"&gt;Photo by John M. Quick (&lt;a href="http://www.johnmquick.com" target="_blank"&gt;www.johnmquick.com&lt;/a&gt;)&lt;/p&gt;</description><link>http://johnmquick.com/post/33161055505</link><guid>http://johnmquick.com/post/33161055505</guid><pubDate>Mon, 08 Oct 2012 07:50:30 -0700</pubDate><category>photo</category><category>Flickr</category><category>Creative Commons</category><category>Arizona State University</category><category>Michigan State University</category></item><item><title>Building a Computer: The Basic Parts</title><description>&lt;p&gt;I have now successfully built my first computer from start to finish. Before beginning, I looked for all kinds of information on the internet regarding parts, prices, performance, procedures, and similar matters. Along the way, I found tons of information from experienced builders and countless posts by others who were similarly building computers for the first time and seeking help.&lt;/p&gt;
&lt;p&gt;However, much of the information came in the form of incomplete bits and pieces. When it came down to the actual building, I kept the online information in the back of my mind, actually looked at some of the grueling manuals, and made it happen. Yet, I think an online step-by-step end-to-end guide to building a computer would be immensely useful for many people. While I&amp;#8217;m not prepared to fill that gap in this post, I can help to solve one of the most basic questions that a new builder would have - what parts do I need to build a computer?&lt;/p&gt;
&lt;p&gt;Ironically, I had quite a difficult time finding a clear answer to this simple question online. I mostly had to infer it through various specification lists posted on forums. Thus, I hope this post will help others who are building their first computers and just need a simple listing of exactly which parts are required to make a computer.&lt;/p&gt;
&lt;p&gt;Note that my descriptions indicate roughly what you should expect to see when you unbox the parts and place them in the computer. Information on what each part does can be found on Wikipedia and detailed installation instructions should be provided with your case/chassis, motherboard, and specific component manuals.&lt;/p&gt;
&lt;p&gt;To build a computer, you will need the following parts.&lt;/p&gt;
&lt;ol&gt;&lt;li&gt;Case/Chassis: The big hollow box that all of the other components are placed in&lt;/li&gt;
&lt;li&gt;Power Supply Unit (PSU): A small box that provides electricity to the other components&lt;/li&gt;
&lt;li&gt;Motherboard: A large flat board with various slots, plugs, and pins that fit several critical components&lt;/li&gt;
&lt;li&gt;Processor (CPU): A small flat square with several pins on one side that plugs into the motherboard; it should also come with a fan that fits overtop&lt;/li&gt;
&lt;li&gt;RAM: Thin long rectangles that snap into designated slots in the motherboard&lt;/li&gt;
&lt;li&gt;Graphics/Video Card (GPU): A larger, rectangular board that snaps into designated slots in the motherboard and fills an empty space in the case/chassis with external ports; may come with fans attached&lt;/li&gt;
&lt;li&gt;Hard Drive: A thick rectangular object that slides into a bay (empty space) in the case/chassis; usually requires guides (provided with case/chassis) to be attached to its sides in order to slide into bay&lt;/li&gt;
&lt;li&gt;Optical Drive: A media reading device (as of today, usually DVD) that slides into a bay in the case/chassis and fills an empty space in the front of case/chassis with a place for putting media into the computer&lt;/li&gt;
&lt;li&gt;Other Parts: Technically speaking, the above components are all you need to build a functioning computer. However, you will likely want to have a monitor, keyboard, and mouse available to verify that your computer works.&lt;/li&gt;
&lt;/ol&gt;&lt;p&gt;Lastly, for the visually inclined, here is a labeled photo that contains each of these computer components in boxed form.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://dl.dropbox.com/u/10246536/Web/Blog/20121001_ComputerParts_1.jpg" target="_blank"&gt;&lt;img src="https://dl.dropbox.com/u/10246536/Web/Blog/20121001_ComputerParts_1.jpg" width="550"/&gt;&lt;/a&gt;&lt;/p&gt;</description><link>http://johnmquick.com/post/32736979801</link><guid>http://johnmquick.com/post/32736979801</guid><pubDate>Tue, 02 Oct 2012 07:53:00 -0700</pubDate><category>tutorial</category><category>technology</category><category>computers</category></item><item><title>Publication: Embodied Perspective on Mobile Learning</title><description>&lt;p&gt;One of last year&amp;#8217;s blog posts, &lt;a href="http://johnmquick.tumblr.com/post/11272848213/what-is-mobile-learning" target="_blank"&gt;What is Mobile Learning?&lt;/a&gt;, has developed into a recently published journal article in the International Journal of Cyber Behavior, Psychology, and Learning.&lt;/p&gt;&lt;h3&gt;Citation&lt;/h3&gt;&lt;p&gt;Denham, A. R., Quick, J.M., &amp;amp; Atkinson, R.K. (2012). mLearning: An embodied perspective. &lt;em&gt;International Journal of Cyber Behavior, Psychology, and Learning 2&lt;/em&gt;(3), p. 1-14.&lt;/p&gt;&lt;h3&gt;Abstract&lt;/h3&gt;&lt;p&gt;Rapid advances in mobile hardware and software have fueled the emergence of mobile learning (mLearning) as an area of interest within educational research. In spite of abundant excitement and discussion surrounding mLearning, certain challenges remain unresolved. To date, it seems the field is most enamored with categorizing hardware capabilities and replicating conventional learning content on portable devices. However, it would be beneficial to consider how mLearning can augment learners’ education in unique ways. Prior definitions of mLearning fall short in articulating why mobility is beneficial for learning and how mobile learning is not simply a reformulation of existing eLearning methods. A new perspective is offered to establish mLearning as a unique type of learning. Evidence from the field of embodied cognition that points to the potential affordances of mLearning is provided and future directions are discussed.&lt;/p&gt;&lt;h3&gt;Contact&lt;/h3&gt;&lt;p&gt;You can retrieve &lt;a href="http://www.igi-global.com/article/mlearning-embodied-perspective/70086" target="_blank"&gt;mLearning: An Embodied Perspective&lt;/a&gt; from publisher IGI Global. For more information on this paper or my related work, please send a message via my &lt;a href="http://www.johnmquick.com/contact" target="_blank"&gt;contact form&lt;/a&gt;.&lt;/p&gt;</description><link>http://johnmquick.com/post/31341799214</link><guid>http://johnmquick.com/post/31341799214</guid><pubDate>Tue, 11 Sep 2012 10:13:41 -0700</pubDate><category>mobile learning</category><category>mlearning</category><category>education</category><category>educational technology</category><category>research</category></item><item><title>Publication: Empirical Taxonomies of Gameplay Enjoyment</title><description>&lt;p&gt;The first academic journal article from my research on the Gameplay Enjoyment Model (GEM; &lt;a href="http://johnmquick.tumblr.com/tagged/Gameplay-Enjoyment-Model" target="_blank"&gt;see related posts&lt;/a&gt;) has been published in the International Journal of Game-Based Learning.&lt;/p&gt;&lt;h3&gt;Citation&lt;/h3&gt;&lt;p&gt;Quick, J.M., Atkinson, R.K., &amp;amp; Lin, L. (2012). Empirical taxonomies of gameplay enjoyment: Personality and video game preference. &lt;em&gt;International Journal of Game-Based Learning, 2&lt;/em&gt;(3), p. 11-31.&lt;/p&gt;&lt;h3&gt;Description&lt;/h3&gt;&lt;p&gt;This paper includes an overview of past video game design and player taxonomies, afterwhich I argue for more empirical work on the topic, as well as a focus on the interactions between games and players (rather than one or the other in isolation). This leads into the empirical development of two new taxonomies. One taxonomy describes gameplay enjoyment through specific game design features (this is the first iteration of GEM). The other taxonomy describes players according to their preferences for game features and their personality traits. Hence, this work considers how the gameplay enjoyment experience is shaped through both personal characteristics and design aspects.&lt;/p&gt;&lt;h3&gt;Abstract&lt;/h3&gt;&lt;p&gt;A survey study was conducted to better understand how gameplay enjoyment relates to players’ personality traits and video game preferences. This study demonstrated that the core design elements of games that lead to enjoyment can be empirically identified. Similarly, it showed that considering personality, an individual characteristic, can produce informative insights about how players perceive gaming experiences. Whereas video game research has historically emphasized either games or players in isolation (Juul, 2010), this study is an initial effort towards a holistic approach that considers how design features and player characteristics combine to generate enjoyable video game experiences. Two empirical taxonomies for creating more enjoyable game experiences are presented.&lt;/p&gt;&lt;h3&gt;Contact&lt;/h3&gt;&lt;p&gt;You can retrieve &lt;a href="http://www.igi-global.com/article/empirical-taxonomies-gameplay-enjoyment/69783" target="_blank"&gt;Empirical Taxonomies of Gameplay Enjoyment: Personality and Video Game Preference&lt;/a&gt; from publisher IGI Global. For more information on this paper or my related work, please send me a message via my &lt;a href="http://www.johnmquick.com/contact" target="_blank"&gt;contact form&lt;/a&gt;.&lt;/p&gt;</description><link>http://johnmquick.com/post/29899255444</link><guid>http://johnmquick.com/post/29899255444</guid><pubDate>Tue, 21 Aug 2012 08:02:00 -0700</pubDate><category>Gameplay Enjoyment Model</category><category>education</category><category>educational technology</category><category>games</category><category>personality</category><category>research</category><category>taxonomy</category><category>serious games</category></item><item><title>Pathfinders Way for iPad</title><description>&lt;p&gt;Pathfinders Way is my latest game to be released on the iPad. You can &lt;a target="_blank" href="http://itunes.apple.com/us/app/pathfinders-way/id521568813?mt=8"&gt;download Pathfinders Way from the Apple App Store&lt;/a&gt;.&lt;/p&gt;
&lt;p class="alignCenter"&gt;&lt;a target="_blank" href="http://itunes.apple.com/us/app/pathfinders-way/id521568813?mt=8"&gt;&lt;img src="http://dl.dropbox.com/u/10246536/Web/Blog/20120801_pathfindersWay_1.png"/&gt;&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Description&lt;/h3&gt;
&lt;p&gt;In Pathfinders Way, you are setting out on an expedition to explore unknown lands. On your adventure, you will map the natural terrain, collect ancient artifacts, and discover hidden items that will assist you in your journey. Each map in Pathfinders Way is randomly generated, ensuring that you will always have new places to explore.&lt;/p&gt;
&lt;p class="alignCenter"&gt;&lt;a target="_blank" href="http://itunes.apple.com/us/app/pathfinders-way/id521568813?mt=8"&gt;&lt;img src="http://dl.dropbox.com/u/10246536/Web/Blog/20120801_pathfindersWay_2.png"/&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Pathfinders Way is designed for players who love exploration. If you like to explore unfamiliar places, discover hidden surprises, and experiment with different strategies, then you will enjoy Pathfinders Way. In addition, Pathfinders Way gives you the freedom to play as you wish and to pursue your own personal goals. Throughout your career, the Pathfinders Purpose will provide you with information about your personal motivations for playing.&lt;/p&gt;
&lt;p&gt;Pathfinders Way Features&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Explore unknown, randomly generated maps&lt;/li&gt;
&lt;li&gt;Discover hidden powerups and collect artifacts&lt;/li&gt;
&lt;li&gt;Trade your artifacts for additional powerups&lt;/li&gt;
&lt;li&gt;Experiment with strategies and play however you choose&lt;/li&gt;
&lt;li&gt;Learn more about how you play via the Pathfinders Purpose&lt;/li&gt;
&lt;li&gt;Play a game designed especially for those who enjoy exploration (based on the latest video game research)&lt;/li&gt;
&lt;/ul&gt;&lt;p class="alignCenter"&gt;&lt;a target="_blank" href="http://itunes.apple.com/us/app/pathfinders-way/id521568813?mt=8"&gt;&lt;img src="http://dl.dropbox.com/u/10246536/Web/Blog/20120801_pathfindersWay_3.png"/&gt;&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;Research-Based Design&lt;/h3&gt;
&lt;p&gt;I designed Pathfinders Way to leverage my research on the &lt;a href="http://johnmquick.tumblr.com/post/25112277282/gls-8-0-confirming-the-gameplay-enjoyment-model" target="_blank"&gt;Gameplay Enjoyment Model (GEM)&lt;/a&gt;. Specifically, an effort to include the five game features of GEM&amp;#8217;s Exploration dimension was made with the goal of increasing the enjoyment that &lt;em&gt;explorers&lt;/em&gt; (players who prefer the Exploration features) will experience from the game. Pathfinders Way is the first game that incorporates elements of GEM into its design. This makes for a great opportunitiy to see whether explorers will indeed enjoy a game more that was designed to appeal to their preferences.&lt;/p&gt;
&lt;h3&gt;Find Your Path&lt;/h3&gt;
&lt;p&gt;Download &lt;a target="_blank" href="http://itunes.apple.com/us/app/pathfinders-way/id521568813?mt=8"&gt;Pathfinders Way&lt;/a&gt; for the iPad and begin your journey!&lt;/p&gt;</description><link>http://johnmquick.com/post/29483075116</link><guid>http://johnmquick.com/post/29483075116</guid><pubDate>Wed, 15 Aug 2012 08:24:34 -0700</pubDate><category>iphone</category><category>iPad</category><category>ios</category><category>games</category><category>research</category><category>Gameplay Enjoyment Model</category><category>Pathfinders Way</category></item><item><title>GLS 8.0 Conference Resources</title><description>&lt;a href="http://davidkelly.me/2012/06/games-learning-society-gls-8-0-conference-backchannel-curated-resources-gls8/"&gt;GLS 8.0 Conference Resources&lt;/a&gt;: &lt;p&gt;This is an excellent collection of resources from the Games + Learning + Society 8.0 conference, which took place from June 13-15, 2012 in Madison, WI.&lt;/p&gt;</description><link>http://johnmquick.com/post/25245436378</link><guid>http://johnmquick.com/post/25245436378</guid><pubDate>Sat, 16 Jun 2012 13:36:24 -0700</pubDate><category>GLS</category><category>conferences</category><category>games</category><category>education</category><category>Serious Games</category></item><item><title>GLS 8.0: Confirming the Gameplay Enjoyment Model</title><description>&lt;p&gt;&lt;em&gt;Note: The &lt;a href="http://www.etc.cmu.edu/etcpress/content/gls-80-conference-proceedings" target="_blank"&gt;GLS 8.0 proceedings are available for download&lt;/a&gt;. The paper that relates to this post can be found on pages 257-260.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;On June 14, 2012, I presented the results of my latest research on video games and enjoyment. This presentation provided an overview of the Gameplay Enjoyment Model (GEM) that was confirmed using data from a spring 2011 survey of over 300 undergraduate students. In addition, the model&amp;#8217;s implications for the design of educational games were discussed. The &lt;a title="Quick GLS8 Slides" target="_blank" href="https://dl.dropbox.com/u/10246536/Research/Quick_GLS8_20120614.pdf"&gt;slides from my presentation&lt;/a&gt; are available for download as a PDF file.&lt;/p&gt;
&lt;h3&gt;The Gameplay Enjoyment Model (GEM)&lt;/h3&gt;
&lt;p&gt;GEM is composed of six factors that influence player enjoyment of video games: Challenge, Companionship, Competition, Exploration, Fantasy, and Fidelity. Each of these factors is associated with 4-6 specific game design features. Definitions of the factors and summaries of their implications for educational game design are provided here.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Challenge&lt;/strong&gt; is the enjoyment of games that are difficult to beat and master, set at a challenging difficulty level, and have challenging obstacles to overcome. When the Challenge in a game is well-aligned to players&amp;#8217; preferences for Challenge, experiences of enjoyment and flow are more likely to occur.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Companionship&lt;/strong&gt; is the enjoyment of games that require more than one player, involve socialization and cooperation, and can be played by many people at parties. Existing educational theories, such as social learning theory and computer-supported collaborative learning, can be examined in a gaming context by designing games that employ Companionship features.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Competition&lt;/strong&gt; is the enjoyment of games that involve competing against and comparing skills with others, online play, public display of one&amp;#8217;s skills, and public recognition of the very best players. Competition is clearly important to the enjoyment of some players, but it has shown both positive and negative effects in educational contexts. Therefore, it is important to align Competition in an educational game to the preferences of players.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Exploration&lt;/strong&gt; is the enjoyment of games that involve searching for hidden things, discovering unexpected things, exploring unfamiliar places, experimenting with different play strategies, and examining the inner workings of the game. GEM delivers the specific features that underlie Exploration, which were called for in prior research on player types and goal orientation. The stage is set to further examine Exploration, as well as the other GEM factors, and goal orientation in education.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Fantasy&lt;/strong&gt; is the enjoyment of games that are set in a fantasy world, have imaginary creatures and fictional people, whose characters have abilities that are not found in the real world, and whose characters are a different identity and species than the player&amp;#8217;s own. Experimental research in the 80s and 90s found motivational and learning benefits associated with fantasy in games. Employing GEM&amp;#8217;s Fantasy features with an understanding player preferences is a promising way to examine the benefits of modern educational games.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Fidelity&lt;/strong&gt; is the enjoyment of games that have realistic, 3D graphics, lifelike animations, and realistic sound effects. Although often ignored or under appreciated in educational games, Fidelity is important to the enjoyment of certain players. Therefore, educational games should be designed with Fidelity elements that match player preferences.&lt;/p&gt;</description><link>http://johnmquick.com/post/25112277282</link><guid>http://johnmquick.com/post/25112277282</guid><pubDate>Thu, 14 Jun 2012 14:03:00 -0700</pubDate><category>GLS</category><category>conferences</category><category>games</category><category>education</category><category>taxonomy</category><category>research</category><category>Gameplay Enjoyment Model</category></item><item><title>Because We May App Sale May 24 - June 1, 2012</title><description>&lt;p&gt;A number of game developers are holding a simultaneous sale across several platforms, including iOS, Android, Windows/Mac/Linux, and Steam. The sale is organized by &lt;a href="http://www.becausewemay.com" target="_blank"&gt;Because We May&lt;/a&gt; and runs from May 24 to June 1, 2012. The Because We May website includes a listing of all participating games across the various platforms, for example, &lt;a href="http://www.becausewemay.com/ios.html" target="_blank"&gt;iOS&lt;/a&gt;. I decided to join in on the sale and have discounted the following games.&lt;/p&gt;

&lt;h3&gt;Potions &amp;amp; Poisons for iPhone&lt;/h3&gt;
&lt;p class="alignCenter"&gt;Free until June 1! (regular $0.99)&lt;/p&gt; 
&lt;p class="alignCenter"&gt;&lt;a href="http://itunes.apple.com/us/app/potions-poisons/id456543474?mt=8" target="_blank"&gt;Play Potions &amp;amp; Poisons&lt;/a&gt;.&lt;/p&gt;
&lt;p class="alignCenter"&gt;&lt;a href="http://itunes.apple.com/us/app/potions-poisons/id456543474?mt=8" target="_blank"&gt;&lt;img src="http://dl.dropbox.com/u/10246536/Web/Blog/20110811_potions_1.png" width="550"/&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h3&gt;Coordination for iPad&lt;/h3&gt;
&lt;p class="alignCenter"&gt;Free until June 1! (regular $0.99)&lt;/p&gt; 
&lt;p class="alignCenter"&gt;&lt;a href="http://itunes.apple.com/us/app/coordination/id427416194?mt=8" target="_blank"&gt;Play Coordination&lt;/a&gt;.&lt;/p&gt;
&lt;p class="alignCenter"&gt;&lt;a href="http://itunes.apple.com/us/app/coordination/id427416194?mt=8" target="_blank"&gt;&lt;img src="http://dl.dropbox.com/u/10246536/Web/Blog/20110603_coordination_6.png"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="alignCenter"&gt;MooOOoo00!&lt;/p&gt;

&lt;h3&gt;Photo Explorer for iPhone&lt;/h3&gt;
&lt;p class="alignCenter"&gt;$0.99 until June 1! (regular $1.99)&lt;/p&gt; 
&lt;p class="alignCenter"&gt;&lt;a href="http://itunes.apple.com/us/app/photo-explorer-for-iphone/id360898048?mt=8" target="_blank"&gt;Play Photo Explorer for iPhone&lt;/a&gt;.&lt;/p&gt;
&lt;p class="alignCenter"&gt;&lt;a href="http://itunes.apple.com/us/app/photo-explorer-for-iphone/id360898048?mt=8" target="_blank"&gt;&lt;img src="http://dl.dropbox.com/u/10246536/Web/Blog/20101203_photoExplorer_2.png"/&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h3&gt;Photo Explorer for iPad&lt;/h3&gt;
&lt;p class="alignCenter"&gt;$0.99 until June 1! (regular $1.99)&lt;/p&gt;
&lt;p class="alignCenter"&gt;&lt;a href="http://itunes.apple.com/us/app/photo-explorer-for-ipad/id366039434?mt=8" target="_blank"&gt;Play Photo Explorer for iPad&lt;/a&gt;.&lt;/p&gt;
&lt;p class="alignCenter"&gt;&lt;a href="http://itunes.apple.com/us/app/photo-explorer-for-ipad/id366039434?mt=8" target="_blank"&gt;&lt;img src="http://dl.dropbox.com/u/10246536/Web/Blog/20101202_photoExplorer_2.png"/&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h3&gt;On the App Store&lt;/h3&gt;
&lt;p&gt;You can always find &lt;a href="http://itunes.apple.com/us/artist/john-m.-quick/id360898051" target="_blank"&gt;all of my apps on the Apple App Store&lt;/a&gt;.&lt;/p&gt;</description><link>http://johnmquick.com/post/23739748754</link><guid>http://johnmquick.com/post/23739748754</guid><pubDate>Fri, 25 May 2012 10:03:00 -0700</pubDate><category>Coordination</category><category>Photo Explorer</category><category>PotionsAndPoisons</category><category>apple</category><category>apps</category><category>games</category><category>iOS</category><category>ipad</category><category>iphone</category><category>BecauseWeMay</category></item><item><title>Genuine User Experience</title><description>&lt;p&gt;There&amp;#8217;s something magical about three simple words in Apple&amp;#8217;s Mac OS X. On the rare occasion that I need to retrieve an archived file from my backup disk, I am called on an adventure. Or perhaps I&amp;#8217;m mysteriously beckoned to follow along on a journey. Or maybe the time has come for me to fulfill my destiny. The feeling lasts for just a moment and is spurred on by merely three words. Enter Time Machine.&lt;/p&gt;&lt;p class="alignCenter"&gt;&lt;img src="http://dl.dropbox.com/u/10246536/Web/Blog/20120521_timeMachine_1.png"/&gt;&lt;/p&gt;&lt;p&gt;Sure, Mac OS X tries to build on this theme and literally take me there by warping me into a space supernova where my files await. However, these aesthetics don&amp;#8217;t actually make the experience and occur after the feeling has already worn off. As it stands, Time Machine launches quite slowly and then takes even a bit longer to load my archives. By the time this happens, I&amp;#8217;m firmly snapped back into reality and waiting impatiently to browse my files. It&amp;#8217;s the upfront command alone, the call to Enter Time Machine, that creates the wonder.&lt;/p&gt;&lt;p&gt;This all makes me wonder how such a seemingly arbitrary and insignificant line of text can have such an emotional and experiential impact. Perhaps an Apple designer has some unique insight, although the text could have just as easily been placed as a joke or by chance. Nevertheless, I&amp;#8217;m interested in how such a simple thing can have such a large impact on the user experience. Especially amidst the overwhelming talk of gamification, where the world is boiled down into hollow stimuli and reward systems, it seems that genuine experience and emotion comes from exciting a user&amp;#8217;s imagination. This connection requires nothing tangible, yet powerfully engages the user&amp;#8217;s mind. I feel that this sort of experience (not experiencification) could be created plainly and effectively, without any need for superficial systems, and would hold tremendous beneficial power.&lt;/p&gt;</description><link>http://johnmquick.com/post/23543655651</link><guid>http://johnmquick.com/post/23543655651</guid><pubDate>Tue, 22 May 2012 06:50:50 -0700</pubDate><category>games</category><category>gamification</category><category>user experience</category><category>design</category></item></channel></rss>
