InfoQ Homepage Game Development Content on InfoQ
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Exploring Architectural Concepts Building a Card Game
One of the things I missed during the pandemic were my friends, the possibility to meet them, discuss with them and, why not, play cards with them. So I decided to implement an app to play Scopone with my friends and, at the same time, test “in the code” some architectural concepts which had been intriguing me for some time.
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Improving Your Estimation Skills by Playing a Planning Game
Underestimation is still the rule, rather than the exception. One bias especially relevant to the estimation process is the planning fallacy. This article explores the planning fallacy and how we are vulnerable to it. It explains how you can reduce your vulnerability to this fallacy through playing a planning game that has been specifically devised to help mitigate it.
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Gamification: a Strategy for Enterprises to Enable Digital Product Practices
To embrace the changing needs of consumers, organizations are exploring new ways to ideate, collaborate and create products, some of them being embracing co-creation models, investment in long-term value, and fostering collective wisdom through gamification. This article shows how gamification helps to create perspective around product practices and bring us closer to next-generation products.
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Is Developing Games for CTV Really That Hard?
Developing a game for the CTV market is nowhere as difficult as some believe. While Roku may be the most difficult to start off with, it has potential, and Apple TV, Android and Amazon Fire TV all represent decent platforms for developers to hone their craft. Studios who dive into the field now will find that they may be able to set the standards of this rapidly evolving video gaming horizon.
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Testing Games is Not a Game
Testing video games goes beyond or differs in general from what Quality Assurance means and represents. It brings a new subset of responsibilities and skills intrinsic to the gaming industry. This article provides insights about the game industry, the role of the game tester, thoughts on challenges, and the learnings of testing games.
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Q&A on the Book Infinite Gamification
The book Infinite Gamification by Toby Beresford explains how to create sustainable gamification programs that motivate teams and individuals for continuous improvement, using prime directives, scores, measurements, and badges. Using gamification you can design staff scorecards that drive behavior.
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Q&A on the Book Fail to Learn
The book Fail to Learn by Scott Provence explores how we can learn from failure and how trainers and course designers can use gamification to foster failure and learning in their educational environments. When playing games it's ok to try out something, lose the game, learn from it, and restart and try something else.
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Porting a Desktop Game Editor to the Browser with WebAssembly
Florian Rival, software engineer at Google and creator of the GDevelop game editor, discusses the lessons learnt from porting a native desktop game editor to the browser with WebAssembly. InfoQ interviewed Rival on the technical challenges encountered, the benefits derived from the port, and tips for developers thinking about porting desktop applications with WebAssembly.
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Q&A on the Book Gamification for Business
The book Gamification for Business by Sune Gudiksen and Jake Inlove explores the usage of games for effectively tackling business challenges and improving organizational performance. It provides results from research on gamification, case studies of game-based solutions, and the benefits that serious games and design thinking can bring.
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Q&A on the Book Why Do So Many Incompetent Men Become Leaders?
In the book Why Do So Many Incompetent Men Become Leaders?, Tomas Chamorro-Premuzic explains why it is so easy for incompetent men to become leaders and so hard for competent people - especially women - to advance. He explores leadership qualities and dives into how to recognize them, paving the way to improve leadership in organizations.
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Q&A on the Book OpenSpace Beta - A Handbook for Organizational Transformation in Just 90 Days
The book OpenSpace Beta by Silke Hermann and Niels Pflaeging describes an invitation-based approach for rapid and lasting organizational change using concepts such as OpenSpace and the BetaCodex. It provides a visual timeline with roles and components to guide a co-creation based transformation.
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Psychological Safety in Training Games
Games can be safe places where people can learn lessons experientially under controlled circumstances and generate insights that can be applied to their daily work. Sometimes though, games can get too personal and uncomfortable. A facilitator can create safety mechanisms for these games, including making it easy and safe for people to opt-in and opt-out.