Notes: a I have adapted this phrase, thanks to Gardiner and Kearns (2011) ; b I thank Yiannis Gabriel for this rule; c I thank Steve Evans for this rule; d I thank Elizabeth Morton for this rule; e I thank Gus de Franco for this phrase
I use the phrase “rules of the game” tongue-in-cheek, capturing theoretical physicist Edward Teller’s sentiment that (pure) research “is a game, is play, led by curiosity, by taste, style, judgment, intangibles” (cited in Reagan, 1967 , p. 1383). Kalfa et al . (2018) have a darker take on playing the game in academia.
Further resources complementing this paper are available at: www.niamhbrennan.ie and @100RulesoftheGame
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Via a systematic review of the literature on learning games, this article presents a systematic discussion on the design of intrinsic integration of domain-specific learning in game mechanics and game world design. A total of 69 articles ultimately met the inclusion criteria and were coded for the literature synthesis. Exemplary learning games cited in the articles reviewed and developed by credible institutions were also analyzed. The cumulative findings and propositions of the game-based learning-play integration have been extracted and synthesized into five salient themes to clarify what, how, where, and when learning and content are embedded in and activated by gameplay. These themes highlight: (a) the types of game-based learning action—prior-knowledge activation and novel-knowledge acquisition, (b) the modes in which learning actions are integrated in game actions—representation, simulation, and contextualization, (c) the blended learning spaces contrived by game mechanics and the game world, (d) the occurrence of meta-reflective and iterative learning moments during game play, and (e) the multifaceted in-game learning support (or scaffolding). Future directions for the design and research of learning integration in digital games are then proposed.
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In the Project TEAM training, trainees learn a “Game Plan” that they can use to help do activities they want and need to do. The Game Plan has four bases, just like a baseball field. The names of the bases are Goal, Plan, Do, and Check. These bases are each named for a step in the Game Plan.
The bases can help you to remember the steps of the Game Plan and get closer to doing an activity you want to do. Each base has a name, a symbol, a hand motion, and a question to ask. All of these things can help you remember the Game Plan in different ways!
To learn more about the steps of the Game Plan, click on its name or symbol below. Each page will teach you about one step of the Game Plan and show you how to fill out the Game Plan Worksheet based on your own activity goal. You can download the full Game Plan Worksheet now.
Project TEAM is funded by the National Institute on Disability, Independent Living, and Rehabilitation Research (NIDILRR grant number 90IF0032-01-00). (PI- Kramer).
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Board, card or video games have been played by virtually every individual in the world. Games are popular because they are intuitive and fun. These distinctive qualities of games also make them ideal for studying the mind. By being intuitive, games provide a unique vantage point for understanding the inductive biases that support behaviour in more complex, ecological settings than traditional laboratory experiments. By being fun, games allow researchers to study new questions in cognition such as the meaning of ‘play’ and intrinsic motivation, while also supporting more extensive and diverse data collection by attracting many more participants. We describe the advantages and drawbacks of using games relative to standard laboratory-based experiments and lay out a set of recommendations on how to gain the most from using games to study cognition. We hope this Perspective will lead to a wider use of games as experimental paradigms, elevating the ecological validity, scale and robustness of research on the mind.
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We thank A. A. Kumar and Y. Harel for helpful discussions.
These authors contributed equally: Kelsey Allen, Franziska Brändle.
DeepMind, London, UK
Kelsey Allen & Matthew Botvinick
Max Planck Institute for Biological Cybernetics, Tübingen, Germany
Franziska Brändle, Mirko Thalmann & Eric Schulz
Stanford University, Stanford, CA, USA
Judith E. Fan
Harvard University, Cambridge, MA, USA
Samuel J. Gershman, Thomas Pouncy & Natalia Vélez
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Boston College, Boston, MA, USA
Joshua K. Hartshorne
University College London, London, UK
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Max Planck UCL Centre for Computational Psychiatry and Ageing Research, London, UK
Tobias U. Hauser
University of Tübingen, Tübingen, Germany
Tobias U. Hauser & Kou Murayama
Vassar College, Poughkeepsie, NY, USA
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New York University, New York, NY, USA
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Jonathan D. Nelson
Aarhus University, Aarhus, Denmark
Janet Rafner & Jacob Sherson
Center for Humans and Machines, Max Planck Institute for Human Development, Berlin, Germany
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Yale University, New Haven, CT, USA
Robb B. Rutledge
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Özgür Şimşek
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Transform your game idea into a structured project plan.
Planning is perhaps one of the least "sexy" aspects of game development , but it's usually what makes the difference between a successful project and a failed one.
Whether you’ve just finished your last major game development project, or you are venturing out for the very first time, it's easy to get carried away when you get a great new idea for a game. You are excited and itching to start building right away. If you are a developer, you probably want to break open Unreal or Unity and start putting together a prototype. If you are a creative designer, you may already be thinking about concept art.
Some would also argue that meticulous planning is for AAA studios and that small indie projects can be managed using a simple to-do list. In practice, this is rarely the case.
Let's dive deeper into what it takes to plan a successful game development project and what tools can help you in that endeavor.
Selecting the right game planner software.
Whether you're working as part of a large interdisciplinary team or a solo game designer, you need a way to track your progress and organize your assets. Without an organized process, things will inevitably fall between the cracks, potentially derailing the entire development project.
There are many project management apps and documentation tools that can help you keep things on track. If your game development project is simple and small in scope, a combination of Google Docs and Sheets may suffice. More complex projects, however, require a more sophisticated set of tools.
Artwork credit
A great solution for managing your game development project is Nuclino . It's a unified workspace for collaborative game design documentation, worldbuilding , and project planning .
Nuclino allows you to create long-form documents and organize them in a variety of visual ways. The nested list view is handy for organizing and collaborating on your game design documentation in real time. The Kanban board view is great for prioritizing features and planning sprints . The table view can be used to easily sort and filter long lists of game design assets. The mindmap-style graph allows you to visualize the links between different topics, levels, characters, and game assets like in a wiki .
Nuclino items can contain a variety of content, including text, videos, images, files, tasks with due dates and reminders, tables, code blocks, interactive embeds, and more. This allows you to document, share, and collaborate on anything, from game proposals and storyboards to character profiles and concept art. Internal links can be used to easily link related documents and topics together.
All that content can be collaborated on in real time, with every change automatically saved in the version history. Comments and mentions can be used to communicate and exchange feedback asynchronously , preserving the context of every decision.
Visual collaboration is seamlessly built into Nuclino. You can add an infinite collaborative canvas anywhere and create diagrams and whiteboards directly within your design document, without switching tools.
You can use it to visualize your game's core gameplay loop, capture different mechanics and interaction flows, brainstrom ideas using sticky notes, organize concept art, and more.
Nuclino also comes with an AI-powered assistant called Sidekick that can help game designers with various aspects of the writing process. With Sidekick, you can generate ideas for characters and plot points, instantly generate descriptions and dialogue, get suggestions for more concise or engaging language, and much more.
Sidekick also allows you to instantly generate unique concept art, storyboards, and other images in a variety of styles – 2D and 3D, abstract and photorealistic, detailed and simple.
You can connect Nuclino to a wide range of other tools, including Discord , Google Drive , Miro , and more, seamlessly integrating it into your game planning process.
What users say about Nuclino:
"Designing a game requires a huge number of complex, inter-related documents. Game engines, code, tools, processes, character designs, market research, background research, customers, business models... Nuclino is saving us hours when it comes to ‘finding that one thing’ that you didn't need until now, be it a process, design sketch, or meeting notes."
— Matt Bond , Lead Game Designer at Psyon Games
Once you have picked your game planner software, it's time to dive into the actual planning.
Keep in mind, that whatever plan you come up with shouldn't be immediately set in stone. Game design is a highly fluid process, and your plan needs to reflect that. A game development plan tends to be a living document that changes as you identify new requirements or tasks, finish things early or late, and learn more about what you're building.
The first step of planning any game is to create a game design document , which will serve as a blueprint for your game throughout the development process.
Begin with the core game concept , answering the following questions:
What is the core idea behind the game? How can it be summarized in a compelling game pitch ?
What type of video game is it? Will it be 2D or 3D?
What are some of the key features it must have?
Who are its characters? When and where does the story take place?
Who is our target audience?
Which platforms will be supported?
It may not always seem like it, but ideating and answering these basic questions is one of the hardest parts of the game development process . This information will serve as the backbone of your entire project.
The next step is the proof of concept . At this stage, you need to determine whether the ideas you've generated are viable. In order to do that, answering the following questions can be helpful:
What is our budget? How much do we expect it to cost to develop this game?
Do we have the technological capabilities to build it?
Which gaming engine and other game development software will we use?
Who will be on our team? Who will be responsible for what?
What is our estimated development timeframe?
How will we monetize the game?
If you are a part of a big game development studio and are planning to build your game under the umbrella of a publisher, then thoroughly proofing your game concept becomes a vital step that needs to be completed early on. You will need to give your publisher a clear overview of what they can expect and get their approval.
On the other hand, if you are an indie game developer working without publisher oversight, you can usually afford more flexibility during this stage. A detailed proof of concept may still be required if you are relying on crowdfunding websites like Kickstarter.
The next step is to determine the requirements of your game. Then, each requirement will need to be split into a list of supporting features. In turn, each feature will need to be further broken down into tasks for each department, including programming, art, animation, level design , sounds, and so on.
A good technique for capturing requirements from the perspective of the player is to write user stories . A user story usually takes the form of a short sentence, written in simple, informal language, for example:
As a player, I want to launch the main menu so that I can start a new game.
As a player, I want to change options so that I can tweak/update my play experience.
As a player, I want to save my progress so that I can pick up where I left off later.
After you have listed all the tasks that need to be completed, you need to prioritize and assign them. The best place to get started is to create a high-level overview of the entire production schedule.
There are many great diagramming tools you can use to visualize your development timeline, such as Miro , LucidChart , Diagrams.net , Gliffy , and more. If you are using Nuclino as your game planner, you can easily embed an interactive preview of your roadmap directly into a page.
How you handle low-level task prioritization and scheduling depends on the size of your team as well as the specific methodology you prefer (Kanban, Agile, Waterfall, and so on). Whatever approach you choose, make sure to pay attention to task dependencies to avoid production bottlenecks.
Keep in mind that no matter how thorough your initial planning was, the scope and requirements of your game project can change many times over the course of the development process. Stay flexible and be prepared that the final product may look quite different from what you originally envisioned. Make sure your game development plan and game design document stay up-to-date and evolve together with your project.
By Julie Choo
Published: April 30, 2020
Last Update: January 9, 2024
TOPICS: Culture & Careers , Data & AI , Gameplans & Roadmaps , Operating Model , Service Design , Transformation
In all walks of life, in business and in sport…
In all things that drive people… the 4 pillars of a good life: health, wealth, knowledge and connectivity… there are many problems to overcome.
And they just keep coming from the disruption caused by our fast-changing and increasingly digital economy as well as times of uncertainty and instability (such as a coronavirus pandemic or a global financial crisis), that inevitably lead to economic downturns.
Your ability to problem-solve, and define appropriate strategies and tactics to overcome those things that challenge you, is what’s going to make that difference to winning or losing … in the ‘game of life’ and the ‘game of business’.
This is why you need to be good at developing and executing ‘game plans’ , that will help you to overcome your problems and achieve the best possible outcomes.
When you go to battle in anything, against any opposition, including invisible enemies such as a virus, it’s best to have a good or even a great game plan, with as much data as possible to help you make the best decisions, and take the best actions.
Your ‘game plan’ is your best chance of winning, and if you don’t have one, then you have definitely lost the fight because you will waste both time and resources… your money on the wrong activities and actions during your battle… that can leave you in danger of even more losses in the future, when you have drained those resources with little left in the tank.
Why you need a ‘game plan’ should be obvious, even if many people rush to building solutions, without one, which result in poor results. And they do this because they don’t know how to develop a good game plan.
In THE STRATEGY JOURNEY Framework , we have developed a process and tools, to help you develop a winning game plan, including templates canvases such as the Game Plan Designer and Game Play Map . We also have a newly upcoming webinar called the Accelerator Masterclass that shows you how companies, projects, governments and people, who have applied the 4 steps that we recommend, have managed to achieve better outcomes, faster in their problem-solving and business transformation efforts. The training will teach you how to do the same with your business, project and career, to solve whatever problems you might have, step-by-step.
Here’s an introduction to this training…
Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat. – SUN TZU
A ‘game plan’ is a set of strategies and tactics with actionable steps to help you solve a specific problem based on the context and consequences of the problem, that give you the best possible set of outcomes in your solution proposal based on the inputs and resources that you have at your disposal to fight the battle in the ‘game’.
The best possible input and the more your resources, then the better your outcomes and your ability to achieve them faster too. This is ‘science’ of gamification.
And how good your game plan is, and how you might execute it, so the ‘game play’ that you chose to take, is the ‘art’ of gamification.
The best analogy for this is in sport, and a sports game plan could be applied to different sports.
Take the example of a football match or basketball game or motor race such as a Formula One (F1) Grandprix. I like these examples because they explicitly have coaches and strategists, that need to make decisions on how to start the game, play the game and change the game, during the game in order to win.
In basketball, you see coaches draw on clipboards during timeouts to direct their players into a specific set of actions in their gameplay, to score a goal. In football you have the same, when coaches substitute players during the game with instructions to change the style of play, to score more goals as well as prevent more goals from being scored by the opposition. And during any F1 Grand Prix, you have different teams and their drivers, using different tire strategies, settings in their cars, which are all built different subject to regulations of course, based on the data they collect and analyze, to perform at their best during qualifying as well as during the race in order to outwit and outpace their opposition. This is science.
In all of these sports, you also need the brilliance of the players and drivers too during the game or race, as that brilliant pass or goal, or overtake, is what actually wins the entire team a game or a race. Of course, these moves take practice and skills, from dedicated professionals operating at the pinnacle of their professions. If you read Sir Alex Ferguson’s book, ‘Leader’ , which is a Harvard Business School textbook, he will tell you how many times David Beckham or Cristiano Ronaldo practiced their shots, and also how he built ‘Manchester United’ into a winning team, for nearly two decades. This is art.
A winning ‘game plan’ has both ‘science’ and ‘art’ to make it perform at its best, to deliver the best possible outcomes.
So to be clear, a game plan is not a ‘solution’, as we have illustrated this using our sporting examples. A game plan comprises the solution or solutions in ‘what’ outcomes it achieves and ‘how’ it achieves them.
And this is true in business as well as in sport, and in the pursuit of finding and executing the best possible solutions to any problem, in all walks of life.
You won’t find it difficult to prove that battles, campaigns, and even wars have been won or lost primarily because of logistics. – General Dwight. D. Eisenhower
Just look at those countries like South Korea and Taiwan who were prepared with game plans for a viral pandemic, versus countries like the United Kingdom who weren’t ready having spent their resources on other things and cut infrastructure spending on their health care system, and even reacted late, because they were making it up as they went, reacting to only new data, while trying to hide old data that reflected their poor decision making. It’s a case of poor inputs as well as poor resources, that led the UK such a high number of deaths.
The concept of a game plan is equally relevant in diverse arenas, be it in the world of business, the realm of sports, the path of career growth, or the pursuit of education. So, how could a game plan be used?
In the dynamic world of business, a game plan acts as a blueprint for success. Just like in a game of chess, where each move is strategically designed, a business game plan outlines steps to achieve objectives. It starts with identifying the problem reality – analyzing market trends, competition, and customer needs. Prioritizing based on consequences helps focus on critical tasks that will yield the most significant impact. Defining the ideal scenario sets clear goals, and then developing a solution proposal, complete with actionable steps and a roadmap, ensures a well-structured execution. Much like Amazon’s AI strategic approach , a robust game plan maximizes resources, minimizes wastage, and propels businesses towards their objectives.
Much like a roadmap to success, a career game plan navigates the professional journey. Identifying the problem reality might involve assessing current skills and job satisfaction. Prioritizing could mean focusing on skill development or seeking new opportunities. The ideal scenario could be achieving a leadership role or excelling in a chosen field. Developing a solution proposal involves crafting a step-by-step approach, such as pursuing higher education, networking, or taking on challenging projects. This structured path helps individuals move from entry-level positions to fulfilling, impactful careers.
For students and learners, an education game plan acts as a compass for academic success. Identifying the problem reality involves recognizing academic strengths and weaknesses. Prioritizing could involve setting goals for subjects that require more attention. The ideal scenario might include achieving a certain GPA or mastering specific skills. Developing a solution proposal entails planning study schedules, seeking additional resources, and leveraging support networks. This approach ensures that learners excel in their studies and achieve their educational aspirations.
In each of these spheres, a winning game plan is the secret to turning aspirations into accomplishments. Whether in business, sports, career, or education, the art and science of gamification provide a structured approach to achieving success and overcoming challenges. Just as Sun Tzu’s wisdom reminds us, “Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.”
In the era of relentless digital transformations, a well-crafted game plan becomes a strategic shield against obsolescence and a roadmap to agile adaptation. Take, for instance, a traditional brick-and-mortar retailer recognizing the shift to e-commerce. Acknowledging the problem reality (declining foot traffic), they prioritize pivoting to online sales and define an ideal scenario (robust online presence) such as with the example of Netflix vs Blockbuster . Netflix had realized the potential of online streaming platforms and utilized researched data to provide original and better experience for their audience and ultimately, became one of the top streaming platforms in the world. Having the insight and an agile game plan allowed Netflix to not only future-proofs against digital disruption but also facilitates a seamless transition into the digital marketplace, securing the retailer’s relevance and competitiveness.
An individual can leverage a game plan to navigate the evolving digital landscape. Identifying the problem reality (limited digital skills), they prioritize acquiring in-demand digital competencies, defining an ideal scenario (a versatile digital skill set), and developing a solution proposal (enrolling in online courses or seeking mentorship). This proactive approach ensures adaptability to shifting job requirements, future-proofing their career against digital advancements, and positioning them as invaluable contributors in the ever-changing professional realm.
In the science of gamification, there are 4 steps in the process to create a winning game plan, that give you the best possible outcomes based on your inputs and resources.
The 4 steps to create a winning game plan are:
Clarity on the context of the problem you need solving, who its for, and what makes it problem is the first step, because this sets the direction of what actions you will take to solve that problem.
In business and in your career, there are many problems to solve. There are problems in society too, from climate change, to social inequality, to health pandemics.
There is a lot of data to gather that will inform you of what this problem is, who is impacts, why its important, that will help set you up on your problem solving journey to define your game plan.
If you don’t have enough data, then you are likely to go in the wrong direction and build solutions that are inadequate, that do not solve the problem, and that address the wrong problem, or worst you are wasting your time and resources on a problem that doesn’t really exist.
So what makes up the problem or problems?
In the sporting examples that we have alluded to so far, the problems that clubs like the Manchester United Football Club, or the Ferrari Formula One Team have are multifaceted. These sporting businesses are big businesses too that make yearly revenue in the many 10s to 100s of millions. The big problems that they need to deal with in their businesses include:
… the list goes on…
Different types of businesses or organizations big and small will have their own sets of problems that they need to deal with in order to run and operate their enterprises, from getting traffic to their website, to making sales, to cutting costs, to training staff, to packaging and delivering goods to customers, to maintaining quality, health and safety or speed of delivery …
There a lot of problems to solve, and lots of ‘logistics’ to sort out, and this is why a grand game plan and many smaller ones too, are required. And they need to be prioritized, in order to ensure resources, in the people, processes, data and systems that the business and teams have, are not wasted on the wrong things.
Your ‘game plan’ is only as good as the inputs in data that you have on ‘what is the problem reality?’ – to help you clarify its purpose and set direction as you start to define its proposed solutions.
Once you have all the data that gives a clear indication of the problem reality, where there is a big problem with lots of smaller ones too, then the second step is to prioritize these different smaller problems that manifest. It is important to prioritize so that you can work out the order by which to address them in your solution, based on the resources that you have. If you don’t then you will run out of resources and not achieve anything. This is what leads the whole game plan to fail, or the cause of failure when you don’t have a game plan. You are taking the wrong actions based on making the wrong decisions, and wasting time and resources, including precious funds in your business.
It is important that you realize you can’t fix everything, and sometimes, somethings have to give way, to more important things. And there are often tough decisions to make, and depending on your role in an enterprise, you may be that decision maker or you are the data scientist or analyst that is putting the scenarios together to help the boss make that decision, or possibly someone that contributes to the data or needs to be informed by the data. There are actually four roles here, of people who are:
The objective of this step is to work out what happens in different scenarios, if different problems are not fixed and what could happen if it was, and even play around with the order or sequencing of these activities.
This analysis is what give the enterprise and its decision maker different options, by which to act on.
So in the example of the COVID-19 pandemic, we see all these different data scientists along with input from their Chief Medical and Chief Scientific Offers working for their respective governments, analyze the data that they have from STEP 1, to determine how the virus could spread, depending on how they manage their lockdowns, from timing how different services are closed or restrictions lifted.
These scenarios backed by the data that they have of different quality and accuracy, are the options that they present to the decision makers, like a Secretary of Health, a Governor, a Prime Minister or President to make or take the right decisions.
And again in business, the best example comes from Amazon, where analysts and AI systems in a company, would be mining and then analyzing all the data in the company to show different options in how Amazon can increase sales, manage costs and perform different business activities, such as adding a new system, or buying another business in an M&A acquisition, and so on…
The goal is to prioritize, including ruling things in and ruling things out, as well as sequencing activities to form multiple scenario options for consideration.
With the different scenario options available from STEP 2, the next step is to agree what is the IDEAL scenario and hence the recommendation to the decision maker.
In this step, the decision makers will evaluation the options presented by the analyst and scientists, and make the decision on what to proceed with.
Recalculations may be needed, as the decision-makers will ask questions related to the pros and cons of each option, what data was used, how good is the data, and what makes the recommended IDEAL scenario the best one.
The goal is to dive into the outcomes and both qualify them and quantify them – another step in the data science process.
The outcomes which form the objectives of the ‘game plan’, need to be S.M.A.R.T in order to enable the quantification and qualification process.
S.M.A.R.T objectives or outcomes need to be:
It is when you are performing the data science through quantifying and qualifying of your smart objectives with their outcomes that you consider what resources you have to make the best IDEAL scenario possible too. This is what makes it ‘realistic’. You can’t move into STEP 4, when you are starting to action the game plan, if you don’t have the resources to make your gameplay.
The fourth and final step of creating a winning game plan is to take the final IDEAL scenario from STEP 3 and break it down into stages in that form the ‘gameplay’.
The ‘gameplay’ is the sequence of events that the enterprise and its players will execute, to take the game plan ‘live’, and that gives it that chance to win the game.
And in each game play stage, there is a ‘priority play’, that first step or first move. When you play a game of chess or participate in any strategy game, this first move can often be the decisive one that set the direction for what comes after. They don’t call it first mover advantage for nothing 😉
So, you have to determine what is that first move.
And within each gameplay stage, you can breakdown the stages into activities, those actionable steps, that are also specific, measurable, realistic and time-bound that can then be sequenced out in a ‘roadmap’.
In Tesla’s strategy, which is a major case study we discuss in THE STRATEGY JOURNEY Book and part of our training course The Accelerator Masterclass , you will see how Elon Musk came up with this strategies and tactics, and this first mover gameplay that Tesla used to set itself up for success to achieve its mission and vision.
Tesla’s first move was to create an electric sports car that was relatively expensive for car and tech enthusiasts who would move likely be willing to pay a premium to experience a new innovation, our innovators and early adopters in the Innovation Adoption Lifecycle. This move was set to increase brand awareness and help the company to build out its infrastructure to support the logistics of not just building more electric cars better and faster, but also batteries and solar cells, which would support the company’s long-term strategy in its mission and vision to become a major energy player specializing in re-newable energy and storage in the energy market.
In the science of gamification, you have there are three key secrets to that the create winning game plans:
1. Play to win
2. Take your shot
3. Enjoy the ride
Step 4 is is where you have moved from ‘Play to win’ to ‘Take your shot’, as its where you begin to put your game plan into action through your gameplay.
And when you have the roadmap of activities and those next steps to execute the best strategy and tactics that you can play based on the resources that you have, then
And let’s use the game of monopoly to illustrate the Telsa Case Study…
Tesla is a ‘player’. It has chosen a ‘car’ to represent it on the board.
The game is the energy market
Tesla is trying buying up lots of land and infrastructure, represented by all the properties on the board, to support its mission to be a major player in the game.
Tesla is also building lots cars and batteries, all backed by the latest technology, which are the little houses and hotels that it is can build on each of its properties.
And Elon Musk has been pretty transparent on his game plan with Tesla’s gameplay stages. He even published them in 2016, in his article ‘PART DEUX’ for everyone to see in on Tesla’s website . Supporting Tesla grand game plan is a pretty extensive roadmap of activities that the company is trying to execute which requires a lot of resources and funding – hence investors spent much of 2019 speculating on Tesla’s cashflow issues.
Through executing the 4 steps to create a winning game plan, you will start your journey to to learn and practise the ‘art’ and ‘science’ of gamification, and play the game where you get to see how your strategies and tactics will help you win the game.
Gaming should be fun, and for many people including nearly 900million online gamers around the world , it is and they are addicted to it.
Using gamification, with the process we have set out in the 4 steps to creating a winning game plan, you too can have fun as you solve different problems in your business, projects and career, and in all walks of life, to support those 4 pillars of a good life that drive us all – health, wealth, knowledge and connectivity.
Julie Choo is lead author of THE STRATEGY JOURNEY book and the founder of STRATABILITY ACADEMY. She speaks regularly at numerous tech, careers and entrepreneur events globally. Julie continues to consult at large Fortune 500 companies, Global Banks and tech start-ups. As a lover of all things strategic, she is a keen Formula One fan who named her dog, Kimi (after Raikkonnen), and follows football - favourite club changes based on where she calls home.
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It won't happen overnight, but with consistency and a game plan, it will be easier to reach the finish line.
If you're aiming to set your child up for a comfortable future, opening a Roth IRA might be a great place to start. A Roth IRA is an individual retirement account that allows savers to contribute after-tax dollars in exchange for tax-free growth and withdrawals in retirement. This account type is particularly appealing for kids because it doesn't come with age restrictions, and children are often in a much lower tax bracket when they first start earning money than they will be later.
So if your child landed a summer job this year, here's how that paycheck can put them on a path toward a million-dollar Roth IRA.
Image source: Getty Images.
Let's say your child is 16 years old and landed a paid summer internship. You, a family member, or another adult can research the best custodial Roth IRAs , open an account at a financial institution, and manage the account until the child is eligible to take control (age 18 in most states). However, here are a few things to consider before stashing money in a Roth IRA :
You can contribute up to 100% of your child's earned income to a Roth IRA, with a maximum of $7,000 for 2024. If your child only earned $5,000 from their summer job and no other income during the year, the total contribution to their account is capped at $5,000 for the year. Keep in mind that allowance, dividends, and interest income do not count as earned income.
You can incentivize your child to contribute some of their earnings into a Roth IRA by offering to match some of their contributions. For instance, using the example above, they could contribute $2,500, and you could contribute the remaining $2,500 to help them max out their Roth IRA for the year. This might be a steep savings rate for a child, so start them off with budgeting. Show them how to track their monthly expenses so they can determine if the way they are using their money will get them closer to the life they want.
Teaching your child good savings habits will help them meet their annual contribution goals, but teaching them how to invest will take their goals to the next level. Depending on where you open their Roth IRA, they can invest in various assets, including individual stocks and exchange-traded funds . Educate your child on the importance of diversification and long-term investing. Show them how different assets work and how to research performance, and instill the discipline to stay committed to their investment plan through market fluctuations. It's also important to let them know about risk and the possibility of their portfolio fluctuating in value.
One practical way to get your child excited about investing is to show them the power of compounding. Teach them how to calculate how their portfolio can grow over time if they invest a certain amount of money and receive a certain average return. Below is an example of how annual contributions of $7,000 could grow over time at 7%, 8%, 9%, and 10% returns, which are in line with historical averages .
$7,000 Invested Annually For: | Growing at 7% | Growing at 8% | Growing at 9% | Growing at 10% |
---|---|---|---|---|
10 years | $103,485 | $109,518 | $115,922 | $122,718 |
20 years | $307,056 | $345,960 | $390,352 | $441,017 |
30 years | $707,511 | $856,421 | $1,040,027 | $1,266,604 |
40 years | $1,495,267 | $1,958,467 | $2,578,043 | $3,407,963 |
Data source: Author calculations.
The key to helping your child turn their paycheck into a million-dollar Roth IRA is consistency. Get them involved in the Roth IRA contribution process from the start so they understand the power of saving and investing. Although you and your child are not required to make contributions to the account every year, show them the difference between consistent contributions and sporadic ones. The more your child understands the value of time and how the Roth IRA works, the more excited they will be to allocate a portion of their paycheck toward building their million-dollar retirement portfolio.
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The development of molecular formulations that become drugs to treat or cure diseases is at the heart of the pharmaceutical industry. Development is so fundamental that pharma spends a full 15 percent of its sales on R&D—a huge sum that accounts for more than 20 percent of total R&D spending across all industries in the global economy. This investment goes hand in hand with innovation: constantly seeking to improve the R&D process, pharma companies have for decades been early adopters of computational chemistry’s digital tools, such as molecular dynamics (MD) simulations and density functional theory (DFT). More recently, pharma R&D has taken advantage of artificial intelligence (AI). The next digital frontier is quantum computing (QC).
In a recent article , we analyzed the impact of QC on the chemical industry, which, similarly to pharma, relies on the development and manufacture of molecules, and concluded that it will be one of the first industries to benefit. In this article, we explain the profound impact that QC could have on the pharma industry and present use cases for its application. We also provide a set of strategic questions to get clarity on the path forward for industry players.
Identifying and developing small molecules and macromolecules that might help cure illnesses and diseases is the core activity of pharmaceutical companies. Given its focus on molecular formations, pharma as an industry is a natural candidate for quantum computing. The molecules (including those that might be used for drugs) are actually quantum systems; that is, systems that are based on quantum physics. QC is expected to be able to predict and simulate the structure, properties, and behavior (or reactivity) of these molecules more effectively than conventional computing can. Exact methods are computationally intractable for standard computers, and approximate methods are often not sufficiently accurate when interactions on the atomic level are critical, as is the case for many compounds. Theoretically, quantum computers have the capacity to efficiently simulate the complete problem, including interactions on the atomic level. As these quantum computers become more powerful, tremendous value will be at stake.
A conventional computer, built on transistor-based classical bits operated by voltages, can be in only one of two states: 0 or 1. A quantum computer, instead, uses systems based on quantum physics, such as superconducting loops or ions hovering in electromagnetic fields (ion traps), which are operated by microwave radiation or lasers, respectively. As a result of the laws of quantum mechanics, such systems can be held in a special physical state, called a quantum superposition, in which quantum bits (qubits) exist in a probabilistic combination of the two states—0 and 1—simultaneously.
The implications of these effects for QC are dramatic. Qubits can process far more information than conventional computers can. Qubits use the characteristics of quantum-mechanical systems to solve complex equations in a probabilistic manner, so a computation solved with a quantum algorithm enables sampling from the probabilistic distribution of being correct. The combination of greater speed with probabilistic solutions means that quantum computing fits well with a certain subset of computing needs and applications, such as optimization, the simulation of chemicals, and AI.
While the technology behind quantum computing is rather difficult to understand intuitively (see sidebar, “The basics of quantum computing”), its impact is much easier to grasp: it will handle certain kinds of computational tasks exponentially faster than today’s conventional computers do. Thus, once fully developed, QC could add value across the entire drug value chain—from discovery through development to registration and postmarketing.
While QC may benefit the entire pharma value chain—from research across production through commercial and medical—its primary value lies in R&D (Exhibit 1).
Currently, pharma players process molecules with non-QC tools, such as MD and DFT, in a methodology called computer-assisted drug discovery (CADD). But the classical computers they rely on are sorely limited, and basic calculations predicting the behavior of medium-size drug molecules could take a lifetime to compute accurately. CADD on quantum computers could increase the scope of biological mechanisms amenable to CADD, shorten screening time, and reduce the number of times an empirically based development cycle must be run by eliminating some of the research-related “dead ends,” which add significant time and cost to the discovery phase. Exhibit 2 shows where QC-enhanced CADD would improve the development cycle.
QC could make current CADD tools more effective by helping to predict molecular properties with high accuracy. That can affect the development process in several ways, such as modeling how proteins fold and how drug candidates interact with biologically relevant proteins. Here, QC may allow researchers to screen computational libraries against multiple possible structures of the target in parallel. Current approaches usually restrict the structural flexibility of the target molecule due to a lack of computational power and a limited amount of time. These restrictions may reduce the chances of identifying the best drug candidates.
In the longer term, QC may improve generation and validation of hypotheses by using machine-learning (ML) algorithms to uncover new structure-property relationships. Once it has reached sufficient maturity, QC technology may be able to create new types of drug-candidate libraries that are no longer restricted to small molecules but also include peptides and antibodies. It could also enable a more automated approach to drug discovery, in which a large structural library of biologically relevant targets is automatically screened against drug-like molecules via high-throughput approaches.
One could even envision QC triggering a paradigm shift in pharmaceutical R&D, moving beyond today’s digitally enabled R&D toward simulation-based or in silico drug discoveries—a trend that has been seen in other industries as well.
The following QC use cases apply to different aspects of drug discovery and will emerge at different points over an extended timeline. All of them, however, may enable more accurate and efficient development of targeted compounds.
During target identification, QC can be leveraged to reliably predict the 3-D structures of proteins. Obtaining high-quality structural data is a lengthy process often leading to low-quality results. Despite all efforts, researchers have yet to crystallize many biologically important proteins—be it due to their size, solubility (for example, membrane proteins), or inability to express and purify in sufficient amount. Pharma companies sometimes develop drugs without even knowing the structure of a protein—accepting the risk of a trial-and-error approach in subsequent steps of drug development—because the business case for a given drug is potentially so strong.
AlphaFold, developed by Google’s DeepMind, was a breakthrough in AI-driven protein folding but has not resolved all of the challenges of classical computing-based simulation, including, for example, formation of protein complexes, protein-protein interactions, and protein-ligand interactions. It’s the interactions that are most difficult to classically solve and, thus, may benefit from QC, which allows for the explicit treatment of electrons. Additionally, QC may allow for strong computational efficiencies here given that Google’s AI model—which is trained on around 170,000 different structures of protein data—requires more than 120 high-end computers for several weeks.
QC’s ability to parallel process complex phenomena would be particularly valuable during hit generation and validation. With existing computers, pharma companies can only use CADD on small to medium-size drug candidates and largely in a sequential manner. Computing power is the bottleneck. With powerful enough QC, pharma companies would be able to expand all use cases to selected biologics as well, for instance, semi-synthesized biologics or fusion proteins, and perform in silico search and validation experiments in a more high-throughput fashion. This use case would go beyond the identification of the protein and eventually encompass almost the entire known biological world. With a robust enough hit-generation and validation approach, this step would already deliver potential lead molecules that are much easier and quicker to optimize.
During lead optimization, which is a top-three parameter to improve R&D productivity, 1 Steven M. Paul et al., “How to improve R&D productivity: The pharmaceutical industry’s grand challenge,” Nature Reviews Drug Discovery , March 2010, Volume 9, pp. 203–214, nature.com. QC may allow for enhanced absorption, distribution, metabolism, and excretion (ADME); more accurate activity and toxicity predictions for organ systems; dose and solubility optimization; and other safety issues.
The metalevel of R&D very much consists of linking appropriate data together—for instance, creating sensible connections between data points through effective (semantic) management. The more complex the biological information that can be processed, the more extensive the graphs that inform the drug discovery research process become. There is currently research on “topological data analysis” under way that aims to identify “holes” and “connections” across large data sets. 2 Silvano Garnerone, Seth Lloyd, and Paolo Zanardi, “Quantum algorithms for topological and geometric analysis of data,” Nature Communications , January 2016, Volume 7, Article 10138, nature.com. This may at some point enable R&D specialists to identify concrete cases and “industry verticals” where such algorithms are applicable, for example, in identifying connections across brain cells in response to a drug.
Moreover, QC could be used to “deepfake” missing data points throughout the research process, that is, generate a type of fake data by using ML algorithms. This could be particularly useful wherever there is a scarcity of data, such as in rare diseases, that can then be mitigated through artificial data sets. QC will set a new bar here regarding speed in training ML models, amount of initial data needed, and level of accuracy.
Clinical trials could be optimized through patient identification and stratification and population pharmacogenetic modeling. 3 Paul et al., 2010. In trial planning and execution, QC could optimize the selection of the trial sites. QC could also augment causality analyses for side effects to improve active safety surveillance.
While the potential value of QC in pharma R&D is immense, it will also likely play a role further down the value chain. In the production of active ingredients, QC may aid in the calculation of reaction rates, optimize catalytic processes, and, ultimately, create significant efficiencies in the development of new product formulations. In the business-related value pools, QC in pharma could include the optimization of logistics (for instance, the optimization of on-site flows of materials, heat, and waste in production facilities) and improvements in the supply chain. Finally, toward market access and commercial, QC may even enable automatic drug recommendations.
The development of quantum computers began nearly four decades ago, but it is the gains in QC technology realized over the past few years that paved the way for practical applications in pharma. We see the key, value-adding QC activities in pharma unfolding over two distinct eras as the technology further matures (Exhibit 3):
Exactly when a particular company begins to capture QC’s benefits will depend on its tech starting point (that is, its current level of R&D digitization) and its business focus: the number of small active pharmaceutical ingredients (APIs) in its portfolio. Pharma companies that have a strong footprint in CADD and focus their R&D on smaller molecules will be among the first to take advantage of emergent QC. Exhibit 4 maps key CADD methods along the drug-discovery continuum and offers an indication of the applicability of QC. It’s expected that QC will be mostly applicable in the discovery phase of hit generation, hit-to-lead, and also in lead optimization.
In the next five to ten years, we expect that the first QC tools pharma players deploy will rely on hybrid methodologies that use classical algorithms alongside QC subroutines when they can create additional value. The prominent examples are the imaginary time evolution (an algorithm to find the ground-state and excited-state energy of many-particle systems) and the variational quantum eigen-solver, or VQE (an algorithm to calculate the binding affinity between an API and a target receptor). The value that algorithms such as VQE will add depends on the size of the quantum hardware. Describing small-molecule drugs generally requires less-mature quantum computers, while biologicals will be tackled only as QC matures.
The pharma sector is well positioned to take full advantage of this opportunity. Its tech-ready culture already embraces a wide array of digital tools: CADD, AI, ML, and non-QC DFT- and MD-simulation tools already play a big role in the sector’s R&D. On top of this, pharma players are already working with quantum-chemical simulations, so the barrier to entry is quite low. Scientists will not have to change the way they develop drugs in any fundamental way—they will just be working with more capable tools.
That said, companies will make their own decisions regarding whether and how to move toward a QC-enabled business. Some pharma players may take a pass on deploying QC, others may wait and observe, while still others are going “all in,” ginning up early in-house development. Most pharma players, however, will likely undertake joint-development strategies with upstream players. No matter what, answering some key strategic questions will help companies make more informed decisions on their stance for QC.
Pharmaceutical companies should assess QC now and potentially lay the groundwork to reap the benefits of the technology later. QC may give many of them a huge opportunity, yet each pharma player needs to figure out how much exposure it has and the size of its QC opportunity in the context of its current pace of development. Thus, pharma players should consider three key strategic questions to determine their optimal QC strategy (Exhibit 5):
Subject to the above answers, moving early can help secure valuable intellectual property for the algorithms that drive QC and can also address a key issue: pharma won’t be the first industry sector to benefit from QC, so late-moving players could face a lack of suitable talent.
Some pharmaceutical players have already realized the need to join forces on the topic of QC and have started to collaborate and/or form partnerships. For example, QuPharm formed in late 2019 by major pharmaceutical players to pool ideas and expertise around QC use cases. QuPharm also collaborates with the Quantum Economic Development Consortium (QED-C), which was created in 2018 by the US government as part of the National Quantum Initiative Act and aims to enable commercial QC use-case efforts. Additionally, the Pistoia Alliance is a life sciences membership organization, which was organized to facilitate precompetitive collaboration and foster R&D innovation.
Partnering with pure quantum players taps into their existing expertise to test early use cases and facilitate development. At the moment, there are more than 100 QC-focused companies—both start-ups and established firms—around the world, focusing on software, hardware, or enabling services. Approximately 25 companies are targeting applications in the pharma industry. Less than 15 focus on algorithms or solutions for pharma players, and very few are focusing exclusively on the needs of pharma players.
Digital talent gaps are already a reality, and QC may only exacerbate them. Unlike other important digital tools, such as AI, quantum computing depends on niche know-how. Pharma companies already struggle to attract people with capabilities in the less specialized digital technologies, and hiring quantum-computing experts may prove to be even more of a challenge.
A pharma company’s “way of working” will also be central to its success in QC. The traditional walls that separate the work of the organization’s various functions and units—for example, research, tech, business—will have to fall away. Cross-functional collaboration in both spirit and action will characterize the pharma companies that are able to take full advantage of QC.
Quantum computing could be the key to exponentially more efficient discovery of pharmaceutical cures and therapeutics as well as to hundreds of billions of dollars in value for the pharma industry. Experts predict, for example, that today’s $200 billion market for protein-based drugs could grow by 50 to 100 percent in the medium term if better tools to develop them became available. Given QC’s vast potential, we expect global pharma spending on QC in R&D to be in the billions by 2030. Pharma companies would be well advised to assess the QC opportunity for themselves and begin laying the groundwork in securing their place in this new competitive and technological landscape.
Matthias Evers is a senior partner in McKinsey’s Hamburg office, and Anna Heid is a consultant in the Zurich office, where Ivan Ostojic is a partner.
The authors wish to thank Nicole Bellonzi, Matteo Biondi, Thomas Lehmann, Lorenzo Pautasso, Katarzyna Smietana, Matija Zesko, and the many industry/academia experts for their contributions to this article.
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Preparing a games user research study requires a lot of admin to make sure the right people turn up, the right version gets tested and that the study runs smoothly. Learn how to recruit participants, and prepare a great study.
Last updated: January 1, 2021
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Preparation before running a study will ensure the sessions run smoothly and successfully answer the research objectives. The preparation needed to run a games user research study is very similar to most types of user research study – with perhaps more complexity in the technical setup and code screening required, as we will see.
Having earlier covered designing a study, in this section we’ll cover all of the main stages required to prepare for running the study, and highlight some of the challenges specific to researching video games. This includes:
Most research methods need users to take part in the study. This requires finding the type of people who would play the game once it’s released, inviting them to take part in the study, and then making sure they turn up.
This takes a lot of coordination and time, and it is sensible to start recruitment as soon as the study plan is complete. At this point, it will be clear how many users are needed and the session length. The amount of time recruitment takes varies based on the method used but can be between a few days and a few weeks.
We previously covered how to run kick-off meetings . In this meeting agree who the participants of the study should be, which will prevent arguments later about the participants not being representative or suitable. Recruitment should be aligned with who the game is aimed at, and can be informed by data from other teams, such as the marketing department. Some sensible criteria to recruit on include:
It’s important to spend time making sure that the study is looking for the right kind of players. Getting the wrong kind of players means that the study’s findings won’t be relevant to the real game design decisions being made. If a participant has never used dual-stick controls before they will have a bad time in a study looking at a first person shooter which assumes prior experience with those controls. This may be useful when designing tutorials, but isn’t relevant when testing other parts of the game, since the audience is meant to be experienced first person shooter players.
To make sure that the participants are appropriate, it’s necessary to screen them before inviting them to take part in the study. Screening is the process of checking that they match the correct criteria for participation in that study. It’s reasonably common for people to sign up to take part in studies they are not suitable for, because of the money offered to take part, so checking they are suitable is essential to avoid mis-recruits. This can often take multiple stages:
Having checked they are the right kind of person to take part in a study, people can then be booked in to the time and dates needed for the study.
No-shows, when a participant fails to turn up, are expensive and embarrassing. Expensive because it wastes the time of the researcher and the designers or producers observing. Embarrassing, because everyone then has nothing to do, and are sat in an observation room twiddling their thumbs until the next session is scheduled to begin. To reduce the risk of people not turning up, there are three tactics to consider using.
When participants fail to turn up, this is an embarrassing and expensive error!
Firstly participants should be incentivised – given money, or something close to money such as vouchers, to pay them for taking part. This makes people more likely to bother to turn up, rather than deciding they can’t be bothered on the day. It also helps find more ‘normal’ users – people who will do it for free are likely to be either much bigger fans, or much more vocal critics, than an average player. Recruiting only unpaid participants will introduce a sampling bias in the kind of users taking part in your research sessions.
Secondly, consider recruiting one or more spare participants. This means booking one more participant than the study requires – either to wait around all day, or as an extra session at the end of the day. If people do fail to show up, the spare can be used to make up for the missing participant.
Send confirmed participants a calendar invite and phone them the day before to remind them the study is taking place, and the time and place it will occur. This will help avoid the session being accidentally forgotten, or misunderstandings about when and where they are meant to go.
Finding the right participants takes a lot of work and is a specialist skill. Many research teams either have a dedicated team member hired to handle this or outsource it to an external participant recruitment company. Recruiting participants is complex, and perhaps the most suitable thing to outsource if budget is available to do so.
Identifying usability and experiential issues within a game requires understanding the game very well. This not only covers understanding the intention of the game – how it’s meant to work – but also the state of the build when it will be tested. This is sometimes called code screening.
Running studies prior to the game being finished will mean that the version being tested is incomplete. Also, because games are complex systems, it is very likely that there will be bugs within the version being tested. Often game teams will want to create a custom release (build) for the test. When preparing the study, researchers need to play this test version of the game enough to understand what it’s contents are, what the bugs are in it, and how to overcome any bugs or incomplete sections so that this can be handled while moderating a session.
It’s also sensible to check the test build against the study’s objectives – is the required content in there that allows the objectives to be answered? If not it’ll require a negotiation with colleagues to decide whether to change the test objectives or provide an updated build.
As well as understanding the version being tested, researchers also need to understand the goal of the game and the design intent behind it (hopefully the designers have thought about it!). The study design will require some observations to be made during the sessions (for example, where players get lost, or how many times they die). For each of these, understanding the design intent is necessary to help decide whether an issue exists. This can require a lot of conversations with the people who designed these features or scenarios to help uncover how they want the player to experience them, such as how many times they want players to fail before solving a puzzle. It also might require designers to articulate and quantify their design intent, which they might not be particularly experienced with. Building close relationships with colleagues is once again particularly important to running successful studies.
Researchers need to understand the design intent, to earn trust
Time spent understanding the game, and the design decisions that have gone into it, will help a researcher run a successful analysis of the data that comes out of a study. This allows them to reliably identify the most important issues for the team. This preparation will also help researchers lead more useful discussions around fixing issues, informed by an understanding of what has occurred before, which will be explained later in this book.
Testing video games will inevitably require being comfortable with technology – perhaps more so than in other domains of software development. In addition to preparing the version of the game being tested, there is also technical setup required to record or stream what happens in the study.
How to prepare the build will depend on the hardware being used for testing – such as whether it’s a console, mobile or PC game. Regardless of the specific process, a researcher will need to install the build and test that it is working appropriately. Because the software is still in development and hasn’t gone through QA, there is a reasonable chance that technical problems will occur when installing the game into the test environment. Leave plenty of time to trial and troubleshoot this.
There is a tradeoff that will need to be negotiated with the game team – often they will want to provide the final build as late as possible so they can continue to make changes, but the researcher will want enough time to install it and check that it works as intended. Giving a deadline for the final build to be provided two days before testing starts can be a good compromise, giving the researcher enough time to react to problems.
A research study also requires some custom technology to allow the session to be observed or recorded. Many research teams have permanent spaces (research labs) that allow them to do this without having to set up the recording technology each time. Smaller research teams might have to put up with using a meeting room for running their studies. A second room will also be useful to set up an observation room – a dedicated space to encourage teams to view live. Offering live viewing increases colleagues’ engagement and understanding of what’s occurring in the sessions, and amplifies the impact of the studies. If a dedicated room isn’t possible, many tech setups allow the sessions to be streamed live to people’s desks.
Technical setups for recording video from the sessions that combine what happens in the game, with video and audio recorded in the room can be done reasonably cheaply, using a combination of screen sharing software, HDMI splitters and recording software. There are many guides online about how to build a user research lab that supports recording and streaming video for testing one participant at a time, and I covered some potential setups in my previous book Building User Research Teams .
A difference between games user research and other industries is the need to host many players playing simultaneously, to support some of the methods explained previously. This greatly increases the technical complexity, and some advanced lab setups that support these studies have been covered by Seb Long in the Games User Research book, and at the #GamesUR Summit , the videos from which are available on YouTube on the GRUX SIG channel.
As well as setting up the room to handle the technical requirements for running the study, it’s also important to think about the impact of the room on the participant’s experience, and the areas the participant moves through to reach that room. The room itself should be neutral and avoid intimidating or biasing the participant. Avoid an overly clinical aesthetic that makes people feel they are being watched in a laboratory, and avoid heavy brand marketing that may change people’s opinions about what they are playing.
Ensuring that the participant’s experience is considered and curated throughout their interactions with the study will help create a more comfortable and natural environment. This might include giving them specific information about what to do on arrival, thinking about where they get taken when they arrive, and briefing any reception staff so that they handle the participants appropriately.
In addition to preparing the room that the participants will be in during a study, the space for observation should also be prepared. If the technical setup supports live streaming, it’s often sensible to book a space where observers can view it communally. This encourages discussion between members of the development team and allows members of the research team to sit in and help guide that discussion. Preparing this space can involve ensuring that the video stream can be seen by all using a projector or large screen, creating space where post-its can be captured, and providing refreshments to encourage attendance. Booking meeting rooms can often be difficult in busy offices, so try and reserve them with plenty of time in advance.
Running user research studies generates a lot of paperwork, and it’s easy to forget to make and print these in the lead up to a study. These documents can include:
Templates for many of these are available for free on the website for my previous book, Building User Research Teams but we’ll explain each in brief now.
Pre-study information for participants should be emailed in advance, and tell them when and where the study will occur, as well as other logistical information such as travel options, parking or what to do when they arrive. As discussed previously, no-shows can be both expensive and embarrassing for a researcher, and by making sure participants have the information to hand, and know what to expect, it will help reduce the chance of this happening.
When participants arrive at the front-desk of the building, ensuring they have a positive experience will help reduce their anxiety and encourage more natural behaviour. It’s reasonably intimidating to go to a big corporate office, and making sure that any reception staff understand who they are and how to handle their arrival will make the experience less scary. To help with this, create a document for reception staff that describes who will be arriving and what actions to take on their arrival – who to call, and where to ask the participant to wait.
As covered in the first part of this book, secrecy is considered very important for many games with extensive marketing strategies. Create a non-disclosure agreement in collaboration with a legal team, and ask participants to sign it. This will help discourage leaks, and increase the studio’s confidence that running user research studies is safe.
Running ethical user research requires the participants to understand what the study is about, what information will be gathered, and how their data will be stored and used. This is often handled by combining an in-person briefing from the moderator with a document that the participant can read, sign, and keep a copy of. Giving this information on a document with a verbal briefing helps ensure that the participant has understood and is giving informed consent – an essential ethical requirement. Prepare a document that explains the high-level goal of the study (without revealing too many details that may impact their behaviour), for example “ We are interested in learning about your experience with the game to help improve it” . The document should also list the data that will be captured – e.g. audio recordings, video recordings, their survey responses. The document should also give instructions for how they can request a copy of their data or remove consent at a later point.
There are two types of questionnaire that might be useful to prepare for a study, and these can be done on paper or on a computer using survey tools such as Qualtrics. Although the participants should have been screened before they were invited to participate, it can be useful to reconfirm their habits around what games they play at the start of a session. This can help identify mis-recruits where the wrong person has been invited, participants have lied, or someone other than the invited person has turned up. It can also make it simpler to use the data about their playing habits as part of the analysis, since they will have consented to that data being collected and used on the consent form. Questionnaires will also need to be prepared and distributed when the study design requires surveys either during gameplay (for example after every level), or at the end of the session.
The last thing to prepare is the method of note-taking that will be used by any researchers working on the study. For structured studies, where the things being observed are all identifiable in advance, some teams like to use a spreadsheet for note-taking. For more unstructured studies, where the player has greater autonomy over what they do it’s not possible to anticipate in advance what feedback will be collected. In these situations mind maps can greatly speed up data collection and analysis. Some details on how to do this are also covered in my previous book, Building User Research Teams .
Also don’t forget to print out all of the above paperwork, and the discussion guide created in the previous section, before the study starts!
When running user research, it is important to ensure that the game team feels involved with the study. Their active participation increases the likelihood that the research study will impact their decision making, and justify the investment in running studies. As covered earlier, active engagement with the team to decide the research objectives, and working together to make sure the researcher understands the design intent is essential to running a useful study and interpreting the data correctly.
One of the easiest ways to fail to get buy-in is by not involving them in the study being run. At the minimum, user researchers should be inviting them to view research sessions, and invite them to a debrief where the results are discussed. Sending these invites can be easily forgotten, and people have very full calendars, so invites should be sent early in study preparation. Immediately before the study, remind the game team that the study is occurring, what the objectives are, and how they can observe the sessions will help increase engagement.
With a more mature team and an experienced researcher, once a relationship has been established and their understanding of research has improved, more exciting collaborations can be explored – such as collaboratively analysing the data from a study to come up with the results together.
Plenty of things can and do go wrong when running a study. These could include:
In order to reduce the chance that these issues disrupt the real study, it’s very important to run a pilot study. This is a practise run of the study, using a pretend participant (usually a colleague), pretending they are a real participant and running through the complete study. It’s tempting to skip bits during a pilot – e.g. not asking the fake participant to fill out the consent form, or playing less of the game than a real participant would. That can be necessary when time is short, but each skipped part increases the risk of not noticing a problem with the study until it’s too late.
Running the pilot the day before the study is due to begin means that the real test build can be used, avoiding the risk of bugs emerging between the pilot and the real test. The day before still gives enough time to react to most technical or study design issues that might emerge.
In this section, we’ve touched on a lot of the tasks that a researcher will be doing to prepare to run a successful study. We’ve only scratched the surface, and there is a lot more work that can be done to describe and optimise these processes, as well as other considerations such as the secure handling of personal data. The processes required for running user research studies are covered in more depth in my previous book Building User Research Teams , which might be a helpful resource when establishing research at a games studio that hasn’t done it before.
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When to start (and stop) playtesting throughout game development.
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How much does user research cost, what to budget for user research, and how best to spend the budget you have to de-risk game development.
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Medical terms in lay language.
Please use these descriptions in place of medical jargon in consent documents, recruitment materials and other study documents. Note: These terms are not the only acceptable plain language alternatives for these vocabulary words.
This glossary of terms is derived from a list copyrighted by the University of Kentucky, Office of Research Integrity (1990).
For clinical research-specific definitions, see also the Clinical Research Glossary developed by the Multi-Regional Clinical Trials (MRCT) Center of Brigham and Women’s Hospital and Harvard and the Clinical Data Interchange Standards Consortium (CDISC) .
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
ABDOMEN/ABDOMINAL body cavity below diaphragm that contains stomach, intestines, liver and other organs ABSORB take up fluids, take in ACIDOSIS condition when blood contains more acid than normal ACUITY clearness, keenness, esp. of vision and airways ACUTE new, recent, sudden, urgent ADENOPATHY swollen lymph nodes (glands) ADJUVANT helpful, assisting, aiding, supportive ADJUVANT TREATMENT added treatment (usually to a standard treatment) ANTIBIOTIC drug that kills bacteria and other germs ANTIMICROBIAL drug that kills bacteria and other germs ANTIRETROVIRAL drug that works against the growth of certain viruses ADVERSE EFFECT side effect, bad reaction, unwanted response ALLERGIC REACTION rash, hives, swelling, trouble breathing AMBULATE/AMBULATION/AMBULATORY walk, able to walk ANAPHYLAXIS serious, potentially life-threatening allergic reaction ANEMIA decreased red blood cells; low red cell blood count ANESTHETIC a drug or agent used to decrease the feeling of pain, or eliminate the feeling of pain by putting you to sleep ANGINA pain resulting from not enough blood flowing to the heart ANGINA PECTORIS pain resulting from not enough blood flowing to the heart ANOREXIA disorder in which person will not eat; lack of appetite ANTECUBITAL related to the inner side of the forearm ANTIBODY protein made in the body in response to foreign substance ANTICONVULSANT drug used to prevent seizures ANTILIPEMIC a drug that lowers fat levels in the blood ANTITUSSIVE a drug used to relieve coughing ARRHYTHMIA abnormal heartbeat; any change from the normal heartbeat ASPIRATION fluid entering the lungs, such as after vomiting ASSAY lab test ASSESS to learn about, measure, evaluate, look at ASTHMA lung disease associated with tightening of air passages, making breathing difficult ASYMPTOMATIC without symptoms AXILLA armpit
BENIGN not malignant, without serious consequences BID twice a day BINDING/BOUND carried by, to make stick together, transported BIOAVAILABILITY the extent to which a drug or other substance becomes available to the body BLOOD PROFILE series of blood tests BOLUS a large amount given all at once BONE MASS the amount of calcium and other minerals in a given amount of bone BRADYARRHYTHMIAS slow, irregular heartbeats BRADYCARDIA slow heartbeat BRONCHOSPASM breathing distress caused by narrowing of the airways
CARCINOGENIC cancer-causing CARCINOMA type of cancer CARDIAC related to the heart CARDIOVERSION return to normal heartbeat by electric shock CATHETER a tube for withdrawing or giving fluids CATHETER a tube placed near the spinal cord and used for anesthesia (indwelling epidural) during surgery CENTRAL NERVOUS SYSTEM (CNS) brain and spinal cord CEREBRAL TRAUMA damage to the brain CESSATION stopping CHD coronary heart disease CHEMOTHERAPY treatment of disease, usually cancer, by chemical agents CHRONIC continuing for a long time, ongoing CLINICAL pertaining to medical care CLINICAL TRIAL an experiment involving human subjects COMA unconscious state COMPLETE RESPONSE total disappearance of disease CONGENITAL present before birth CONJUNCTIVITIS redness and irritation of the thin membrane that covers the eye CONSOLIDATION PHASE treatment phase intended to make a remission permanent (follows induction phase) CONTROLLED TRIAL research study in which the experimental treatment or procedure is compared to a standard (control) treatment or procedure COOPERATIVE GROUP association of multiple institutions to perform clinical trials CORONARY related to the blood vessels that supply the heart, or to the heart itself CT SCAN (CAT) computerized series of x-rays (computerized tomography) CULTURE test for infection, or for organisms that could cause infection CUMULATIVE added together from the beginning CUTANEOUS relating to the skin CVA stroke (cerebrovascular accident)
DERMATOLOGIC pertaining to the skin DIASTOLIC lower number in a blood pressure reading DISTAL toward the end, away from the center of the body DIURETIC "water pill" or drug that causes increase in urination DOPPLER device using sound waves to diagnose or test DOUBLE BLIND study in which neither investigators nor subjects know what drug or treatment the subject is receiving DYSFUNCTION state of improper function DYSPLASIA abnormal cells
ECHOCARDIOGRAM sound wave test of the heart EDEMA excess fluid collecting in tissue EEG electric brain wave tracing (electroencephalogram) EFFICACY effectiveness ELECTROCARDIOGRAM electrical tracing of the heartbeat (ECG or EKG) ELECTROLYTE IMBALANCE an imbalance of minerals in the blood EMESIS vomiting EMPIRIC based on experience ENDOSCOPIC EXAMINATION viewing an internal part of the body with a lighted tube ENTERAL by way of the intestines EPIDURAL outside the spinal cord ERADICATE get rid of (such as disease) Page 2 of 7 EVALUATED, ASSESSED examined for a medical condition EXPEDITED REVIEW rapid review of a protocol by the IRB Chair without full committee approval, permitted with certain low-risk research studies EXTERNAL outside the body EXTRAVASATE to leak outside of a planned area, such as out of a blood vessel
FDA U.S. Food and Drug Administration, the branch of federal government that approves new drugs FIBROUS having many fibers, such as scar tissue FIBRILLATION irregular beat of the heart or other muscle
GENERAL ANESTHESIA pain prevention by giving drugs to cause loss of consciousness, as during surgery GESTATIONAL pertaining to pregnancy
HEMATOCRIT amount of red blood cells in the blood HEMATOMA a bruise, a black and blue mark HEMODYNAMIC MEASURING blood flow HEMOLYSIS breakdown in red blood cells HEPARIN LOCK needle placed in the arm with blood thinner to keep the blood from clotting HEPATOMA cancer or tumor of the liver HERITABLE DISEASE can be transmitted to one’s offspring, resulting in damage to future children HISTOPATHOLOGIC pertaining to the disease status of body tissues or cells HOLTER MONITOR a portable machine for recording heart beats HYPERCALCEMIA high blood calcium level HYPERKALEMIA high blood potassium level HYPERNATREMIA high blood sodium level HYPERTENSION high blood pressure HYPOCALCEMIA low blood calcium level HYPOKALEMIA low blood potassium level HYPONATREMIA low blood sodium level HYPOTENSION low blood pressure HYPOXEMIA a decrease of oxygen in the blood HYPOXIA a decrease of oxygen reaching body tissues HYSTERECTOMY surgical removal of the uterus, ovaries (female sex glands), or both uterus and ovaries
IATROGENIC caused by a physician or by treatment IDE investigational device exemption, the license to test an unapproved new medical device IDIOPATHIC of unknown cause IMMUNITY defense against, protection from IMMUNOGLOBIN a protein that makes antibodies IMMUNOSUPPRESSIVE drug which works against the body's immune (protective) response, often used in transplantation and diseases caused by immune system malfunction IMMUNOTHERAPY giving of drugs to help the body's immune (protective) system; usually used to destroy cancer cells IMPAIRED FUNCTION abnormal function IMPLANTED placed in the body IND investigational new drug, the license to test an unapproved new drug INDUCTION PHASE beginning phase or stage of a treatment INDURATION hardening INDWELLING remaining in a given location, such as a catheter INFARCT death of tissue due to lack of blood supply INFECTIOUS DISEASE transmitted from one person to the next INFLAMMATION swelling that is generally painful, red, and warm INFUSION slow injection of a substance into the body, usually into the blood by means of a catheter INGESTION eating; taking by mouth INTERFERON drug which acts against viruses; antiviral agent INTERMITTENT occurring (regularly or irregularly) between two time points; repeatedly stopping, then starting again INTERNAL within the body INTERIOR inside of the body INTRAMUSCULAR into the muscle; within the muscle INTRAPERITONEAL into the abdominal cavity INTRATHECAL into the spinal fluid INTRAVENOUS (IV) through the vein INTRAVESICAL in the bladder INTUBATE the placement of a tube into the airway INVASIVE PROCEDURE puncturing, opening, or cutting the skin INVESTIGATIONAL NEW DRUG (IND) a new drug that has not been approved by the FDA INVESTIGATIONAL METHOD a treatment method which has not been proven to be beneficial or has not been accepted as standard care ISCHEMIA decreased oxygen in a tissue (usually because of decreased blood flow)
LAPAROTOMY surgical procedure in which an incision is made in the abdominal wall to enable a doctor to look at the organs inside LESION wound or injury; a diseased patch of skin LETHARGY sleepiness, tiredness LEUKOPENIA low white blood cell count LIPID fat LIPID CONTENT fat content in the blood LIPID PROFILE (PANEL) fat and cholesterol levels in the blood LOCAL ANESTHESIA creation of insensitivity to pain in a small, local area of the body, usually by injection of numbing drugs LOCALIZED restricted to one area, limited to one area LUMEN the cavity of an organ or tube (e.g., blood vessel) LYMPHANGIOGRAPHY an x-ray of the lymph nodes or tissues after injecting dye into lymph vessels (e.g., in feet) LYMPHOCYTE a type of white blood cell important in immunity (protection) against infection LYMPHOMA a cancer of the lymph nodes (or tissues)
MALAISE a vague feeling of bodily discomfort, feeling badly MALFUNCTION condition in which something is not functioning properly MALIGNANCY cancer or other progressively enlarging and spreading tumor, usually fatal if not successfully treated MEDULLABLASTOMA a type of brain tumor MEGALOBLASTOSIS change in red blood cells METABOLIZE process of breaking down substances in the cells to obtain energy METASTASIS spread of cancer cells from one part of the body to another METRONIDAZOLE drug used to treat infections caused by parasites (invading organisms that take up living in the body) or other causes of anaerobic infection (not requiring oxygen to survive) MI myocardial infarction, heart attack MINIMAL slight MINIMIZE reduce as much as possible Page 4 of 7 MONITOR check on; keep track of; watch carefully MOBILITY ease of movement MORBIDITY undesired result or complication MORTALITY death MOTILITY the ability to move MRI magnetic resonance imaging, diagnostic pictures of the inside of the body, created using magnetic rather than x-ray energy MUCOSA, MUCOUS MEMBRANE moist lining of digestive, respiratory, reproductive, and urinary tracts MYALGIA muscle aches MYOCARDIAL pertaining to the heart muscle MYOCARDIAL INFARCTION heart attack
NASOGASTRIC TUBE placed in the nose, reaching to the stomach NCI the National Cancer Institute NECROSIS death of tissue NEOPLASIA/NEOPLASM tumor, may be benign or malignant NEUROBLASTOMA a cancer of nerve tissue NEUROLOGICAL pertaining to the nervous system NEUTROPENIA decrease in the main part of the white blood cells NIH the National Institutes of Health NONINVASIVE not breaking, cutting, or entering the skin NOSOCOMIAL acquired in the hospital
OCCLUSION closing; blockage; obstruction ONCOLOGY the study of tumors or cancer OPHTHALMIC pertaining to the eye OPTIMAL best, most favorable or desirable ORAL ADMINISTRATION by mouth ORTHOPEDIC pertaining to the bones OSTEOPETROSIS rare bone disorder characterized by dense bone OSTEOPOROSIS softening of the bones OVARIES female sex glands
PARENTERAL given by injection PATENCY condition of being open PATHOGENESIS development of a disease or unhealthy condition PERCUTANEOUS through the skin PERIPHERAL not central PER OS (PO) by mouth PHARMACOKINETICS the study of the way the body absorbs, distributes, and gets rid of a drug PHASE I first phase of study of a new drug in humans to determine action, safety, and proper dosing PHASE II second phase of study of a new drug in humans, intended to gather information about safety and effectiveness of the drug for certain uses PHASE III large-scale studies to confirm and expand information on safety and effectiveness of new drug for certain uses, and to study common side effects PHASE IV studies done after the drug is approved by the FDA, especially to compare it to standard care or to try it for new uses PHLEBITIS irritation or inflammation of the vein PLACEBO an inactive substance; a pill/liquid that contains no medicine PLACEBO EFFECT improvement seen with giving subjects a placebo, though it contains no active drug/treatment PLATELETS small particles in the blood that help with clotting POTENTIAL possible POTENTIATE increase or multiply the effect of a drug or toxin (poison) by giving another drug or toxin at the same time (sometimes an unintentional result) POTENTIATOR an agent that helps another agent work better PRENATAL before birth PROPHYLAXIS a drug given to prevent disease or infection PER OS (PO) by mouth PRN as needed PROGNOSIS outlook, probable outcomes PRONE lying on the stomach PROSPECTIVE STUDY following patients forward in time PROSTHESIS artificial part, most often limbs, such as arms or legs PROTOCOL plan of study PROXIMAL closer to the center of the body, away from the end PULMONARY pertaining to the lungs
QD every day; daily QID four times a day
RADIATION THERAPY x-ray or cobalt treatment RANDOM by chance (like the flip of a coin) RANDOMIZATION chance selection RBC red blood cell RECOMBINANT formation of new combinations of genes RECONSTITUTION putting back together the original parts or elements RECUR happen again REFRACTORY not responding to treatment REGENERATION re-growth of a structure or of lost tissue REGIMEN pattern of giving treatment RELAPSE the return of a disease REMISSION disappearance of evidence of cancer or other disease RENAL pertaining to the kidneys REPLICABLE possible to duplicate RESECT remove or cut out surgically RETROSPECTIVE STUDY looking back over past experience
SARCOMA a type of cancer SEDATIVE a drug to calm or make less anxious SEMINOMA a type of testicular cancer (found in the male sex glands) SEQUENTIALLY in a row, in order SOMNOLENCE sleepiness SPIROMETER an instrument to measure the amount of air taken into and exhaled from the lungs STAGING an evaluation of the extent of the disease STANDARD OF CARE a treatment plan that the majority of the medical community would accept as appropriate STENOSIS narrowing of a duct, tube, or one of the blood vessels in the heart STOMATITIS mouth sores, inflammation of the mouth STRATIFY arrange in groups for analysis of results (e.g., stratify by age, sex, etc.) STUPOR stunned state in which it is difficult to get a response or the attention of the subject SUBCLAVIAN under the collarbone SUBCUTANEOUS under the skin SUPINE lying on the back SUPPORTIVE CARE general medical care aimed at symptoms, not intended to improve or cure underlying disease SYMPTOMATIC having symptoms SYNDROME a condition characterized by a set of symptoms SYSTOLIC top number in blood pressure; pressure during active contraction of the heart
TERATOGENIC capable of causing malformations in a fetus (developing baby still inside the mother’s body) TESTES/TESTICLES male sex glands THROMBOSIS clotting THROMBUS blood clot TID three times a day TITRATION a method for deciding on the strength of a drug or solution; gradually increasing the dose T-LYMPHOCYTES type of white blood cells TOPICAL on the surface TOPICAL ANESTHETIC applied to a certain area of the skin and reducing pain only in the area to which applied TOXICITY side effects or undesirable effects of a drug or treatment TRANSDERMAL through the skin TRANSIENTLY temporarily TRAUMA injury; wound TREADMILL walking machine used to test heart function
UPTAKE absorbing and taking in of a substance by living tissue
VALVULOPLASTY plastic repair of a valve, especially a heart valve VARICES enlarged veins VASOSPASM narrowing of the blood vessels VECTOR a carrier that can transmit disease-causing microorganisms (germs and viruses) VENIPUNCTURE needle stick, blood draw, entering the skin with a needle VERTICAL TRANSMISSION spread of disease
WBC white blood cell
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Democrats have been in full panic mode since Joe Biden ’s disastrous debate performance against Donald Trump with pundits, donors, and average voters questioning whether the president should be replaced at the top of the 2024 ticket. But it seems one crucial constituency is not engaging in the national conversation about whether Joe should drop out: the Biden family.
As President Biden huddled with his wife, children, and grandchildren on a preplanned trip to Camp David over the weekend, multiple outlets published dishy behind-the-scenes reports on how the family members think he should proceed. One thing is clear: They want him to stay in the race. But there was some conflicting gossip about who the Bidens blame for Joe’s bad performance and what they plan to do about it (which is pretty remarkable, as this may be the least leak-prone White House in recent memory). Here, a roundup of what we’ve learned.
You might assume that the president called a family meeting to help him decide whether he should heed calls for him to drop out of the race. But the family had already planned to gather at Camp David this past weekend to participate in a photo shoot with celebrity photographer Annie Leibovitz. And multiple reports emphasized that this was not a formal family meeting and the Bidens weren’t actively debating whether the president should drop out. As the New York Times reported :
One of the people informed about the situation said “the entire family is united” and added flatly that the president was not getting out of the race and had not discussed doing so. “You get up and keep fighting,” the person said.
Two sources told the paper that if Biden was thinking about quitting, he wouldn’t have that discussion at Camp David, “where too many people outside the family might overhear.”
First Lady Jill Biden is the driving force behind the president’s decision to continue his reelection campaign, according to a “person familiar with the dynamics.”
“The only person who has ultimate influence with him is the First Lady,” the source told NBC News. “If she decides there should be a change of course, there will be a change of course.”
During a postdebate stop at Waffle House on Thursday night, Joe Biden told reporters, “I think we did well.” But as the president and First Lady appeared at various rallies and fundraisers over the weekend, the spin evolved. Yes, Joe had a bad night — but it was no more than that. Jill articulated this message at a fundraiser on Friday.
“After last night’s debate, he said, ‘You know, Jill, I don’t know what happened. I didn’t feel that great,’” she said. “And I said, ‘Look, Joe, we are not going to let 90 minutes define the four years that you’ve been president.’”
Jill Biden reiterated this — and declared that her husband will “continue to fight” — in an editor’s note attached to the top of her Vogue profile , which was published on Monday morning:
Editor’s Note: The debate on June 27 spurred a discussion about whether President Joe Biden should remain the Democratic nominee. Dr. Jill Biden, the first lady and Vogue’ s August cover subject, has fiercely defended her husband and stood by him. Reached by phone on June 30 at Camp David, where the Biden family had gathered for the weekend, she told Vogue that they “will not let those 90 minutes define the four years he’s been president. We will continue to fight.” President Biden, she added, “will always do what’s best for the country.” Whatever happens in the weeks and months between now and November, it is Dr. Biden who will remain the president’s closest confidant and advocate.
Jill Biden has always been one of her husband’s fiercest defenders, so he should probably be seeking advice from more objective sources, too. But instead, the other main voice in his ear right now is his son Hunter, who we can all agree has not made the best life choices . Per the Times :
One of the strongest voices imploring Mr. Biden to resist pressure to drop out was his son Hunter Biden, whom the president has long leaned on for advice, said one of the people informed about the discussions, who, like others, spoke on condition of anonymity to share internal deliberations. Hunter Biden wants Americans to see the version of his father that he knows — scrappy and in command of the facts — rather than the stumbling, aging president Americans saw on Thursday night.
Hunter has even been joining meetings with his father and top White House aides in recent days. Per NBC News:
While he is regularly at the White House residence and events, it is unusual for Hunter Biden to be in and around meetings that his father is having with his team, these people said. They said the president’s aides were struck by his presence during their discussions. … One of the people familiar with the matter said Hunter Biden has been closely advising his father since the family gathered this past weekend at Camp David after Thursday’s debate. This person said Hunter Biden has “popped into” a couple of meetings and phone calls the president has had with some of his advisers. Another person familiar with the matter said the reaction from some senior White House staff has been, “What the hell is happening?”
The younger Bidens’ big idea is exactly what you’d expect from well-meaning grandkids with no political experience. Per the Times :
Other family members were trying to figure out how they could be helpful. At least one of the president’s grandchildren has expressed interest in getting more involved with the campaign, perhaps by talking with influencers on social media, according to the informed person.
Members of the Biden family privately “trashed his top campaign advisers” over the weekend and even urged the president to “fire or demote people in his political high command,” according to Politico. Complaints reportedly range from Biden being poorly prepared to overly prepared:
Among the family’s complaints about the debate practice: that Biden was not prepared to pivot more to go on the attack; that he was bogged down too much on defending his record rather than outlining a vision for a second term; and that he was over-worked and not well-rested. The blame was cast widely on staffers, including: Anita Dunn, the senior adviser who frequently has the president’s ear; her husband, Bob Bauer, the president’s attorney who played Trump in rehearsals at Camp David; and Ron Klain, the former chief of staff who ran point on the debate prep and previous cycles’ sessions.
But a senior Biden aide said it is “not true,” and other sources said there is no expectation that anyone will actually be fired. And Axios reported that Biden personally assured Ron Klain that no one blames his top staffers:
But the president smoothed it over: He called former chief of staff Ron Klain, who led the team, and one of the things they talked about was that neither he nor the family blames the prep.
Eight anonymous people “involved in or briefed on the president’s debate preparation” hit back at efforts to blame the Biden team, telling the Washington Post that he was adequately prepared and they were as shocked as anyone by his terrible night:
So aides were bewildered by his performance. Many felt they had never seen him collapse so dramatically. After all, Biden was a veteran of numerous debates — as a senator, vice-presidential nominee and presidential candidate. And they did not understand why he gave an entirely different answer on the age question than the one they spent more than a week perfecting.
Mid-debate, Biden officials started telling reporters that the president had a cold in an attempt to play down his raspy voice. When Biden’s raspiness disappeared the following day, they looked around for something else to blame and settled on the debate host, CNN. According to Politico, they criticized the network for everything from the lack of live fact-checking to Biden’s pale makeup:
… Biden’s campaign staff only grew angrier at CNN as to how the debate was run, according to several people familiar with the conversations. Their complaints were lengthy, including that the moderators should have fact-checked Trump more often, that Biden was not told which camera he’d be on when not speaking and that the makeup staff made him appear too pale, according to the three people. Biden did, however, agree to the terms of the debate before it was held.
Jen O’Malley Dillon, the president’s top campaign strategist, said that if there’s a dip in the president’s polling, pundits will be to blame. Per the Times :
By Saturday evening, Ms. O’Malley Dillon wrote a memo accusing “the beltway class” of counting out Mr. Biden prematurely. “If we do see changes in polling in the coming weeks, it will not be the first time that overblown media narratives have driven temporary dips in the polls,” she wrote.
As Bloomberg reported , another top Biden campaign staffer blamed the Pod Save America guys specifically:
In another memo, deputy campaign manager Rob Flaherty argued that even if the president’s polls did decline, it was merely a temporary reflection of “reactionary” coverage by the chattering class. Flaherty went on to swipe at “self-important” podcasters — a clear reference to the popular “Pod Save America” show, hosted by former Obama administration officials who expressed alarm in the aftermath of the debate. “Breaking news: People think Joe Biden’s old. They did coming into the debate, they do coming out of the debate,” he wrote.
On Tuesday, Politico reported that many Democrats are now looking back at Biden’s entire presidency and blaming his top aides, along with the First Lady and his sister Valerie Biden Owens, for forming “an increasingly protective circle around him, limiting his exposure to the media and outside advice.” Per Politico:
Following the debate, the pervasive view throughout much of the party is of Biden’s inner circle as an impenetrable group of enablers who deluded themselves about his ability to run again even as they’ve assiduously worked to accommodate his limitations and shield them from view. … When aides to the president suggested he was the best and only candidate who could beat Trump, few pushed back. “The fact is, there wasn’t an open dialogue about whether he should run except for the people who would benefit from him running,” said a Democratic operative close to the campaign. They described the inner circle, Donilon especially, as convinced “that this was going to be about Trump, not about Biden, and at the end of the day, people just wouldn’t vote for Trump. But here we are, we’re sitting in July, and the race is about Biden, and it’s about a trait you can’t fix.”
Senior deputy press secretary Andrew Bates pushed back after the piece was published, telling Politico that complaints about Biden’s tight inner circle are “unfair distortions of processes that exist in every administration,” and saying the president “actively seeks input from a wide range of individuals inside and outside the administration.”
This piece has been updated.
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The foundations of your concept will be based on the story and aesthetics. The story describes the world of your game. This is paramount at the start of the game as the copy and tone of voice sets the agenda for the rest of the game. The aesthetics encompass the visuals, sounds and animation. Both story and aesthetics are closely tied together ...
Figure 1. Example learning plan for an upcoming game, adapted from the example in User Experience Team of One by Leah Buley. From Learning Plan to Research Roadmap. Once your learning plan is filled out, you can then start to put together a research roadmap.
Research while creating the game: User research during the production phase. While games are being produced, there are usually several benchmarks or milestones that production and development teams utilize to ensure the game is on track to release, and that each step of the development process is up to a satisfactory standard before moving on.
Designing a games user research study. Having gathered research objectives, a user researcher will then create a study that can answer them. This involves: The study then gets written down in a study plan (or discussion guide ), which can be shared with the game team and used by the researcher to guide their sessions.
User Researchers are trained to ask players to voice their opinions, expectations, ratings, and descriptions of what they do and how they feel while interacting with the game in presence of a researcher (think-aloud study) or after the play-session via surveys and interviews. They may also ask the player to keep a journal (player diaries) of ...
Here's an example outline of a research plan you might put together: Project title. Project members involved in the research plan. Purpose of the project (provide a summary of the research plan's intent) Objective 1 (provide a short description for each objective) Objective 2. Objective 3.
You Need a Game Plan. This is the first article in a series designed to help you create an Individual Development Plan (IDP) using myIDP, a new Web-based career-planning tool created to help graduate students and postdocs in the sciences define and pursue their career goals. To learn more about myIDP and begin the career-planning process ...
This is a bit of a lengthy post, so feel free to skip to a specific section if you're looking for something in particular: Step 1: Plan out your approach. Step 2: Make sure you know what you're testing, and why. Step 3: Choose the right testing method. Step 4: Reviewing the results.
Here's how UX research helps, step by step: 1. Immerse yourself in the world of gaming with user research methods. Understanding the language and mechanics of games is crucial to conducting effective user research. By immersing yourself in the gaming world, you get a firsthand experience of what gamers go through.
A games user research session is not significantly different from other user research sessions. The overall structure is likely very similar, and could include: Introducing the study to the participant. Screening and interviewing the participant. Performing some tasks. Interviewing the participant. Wrapping up the study.
Games User Research focuses on understanding players' behavior, interactions, and experiences in video games. Researchers use methodologies like observations, interviews, and surveys to gather valuable data. This data helps improve games, remove bugs, and increase player experience. Steve Bromley, a games user research expert who has worked ...
Incorporating game play into our Research practice is a tool for making Research better: capturing our audience's imagination in an attention-scarce audience, drawing out implicit information ...
This is AN EXTRACT FROM THE gAMES USER RESEARCH BOOK. The ultimate resource for aspiring or junior researchers who want to start a career in games. Learn how to run professional quality playtests, improve the UX of games and make games players love. Start running playtests, getting job interviews, and making games better today.
Additional citations are included directing readers to further resources on the 100 research rules of the game.,The paper documents 100 research rules of the game.,There are many other rules of the game not included in the author's list of 100 research rules of the game.,This paper is a one-stop-shop brief introduction to the author's 100 ...
Via a systematic review of the literature on learning games, this article presents a systematic discussion on the design of intrinsic integration of domain-specific learning in game mechanics and game world design. A total of 69 articles ultimately met the inclusion criteria and were coded for the literature synthesis. Exemplary learning games cited in the articles reviewed and developed by ...
The Game Plan. In the Project TEAM training, trainees learn a "Game Plan" that they can use to help do activities they want and need to do. The Game Plan has four bases, just like a baseball field. The names of the bases are Goal, Plan, Do, and Check. These bases are each named for a step in the Game Plan. The bases can help you to remember ...
To increase your chances of a positive response, we recommend introducing yourself with your institution and area of research, expressing enthusiasm for the game, and stating in plain language the ...
A great solution for managing your game development project is Nuclino. It's a unified workspace for collaborative game design documentation, worldbuilding, and project planning. Nuclino allows you to create long-form documents and organize them in a variety of visual ways. The nested list view is handy for organizing and collaborating on your ...
A 'game plan' is a set of strategies and tactics with actionable steps to help you solve a specific problem based on the context and consequences of the problem, that give you the best possible set of outcomes in your solution proposal based on the inputs and resources that you have at your disposal to fight the battle in the 'game'.. The best possible input and the more your resources ...
5. Findings provides the summary of the research 6. Discussion evaluates the results of the study or research 7. Research Design is the game plan of your research. 8. Methodology is the systematic approaches to the conduct of an operation or process. 9. Plagiarism is misconduct in research. 10. Reference lists all the sources used in the research
Study with Quizlet and memorize flashcards containing terms like The system DMACC students use to register online, view financial aid information, and update personal data is which of the following?, According to your text, over the past 75 years, research studies in many types of courses have shown a direct relationship between class attendance and ______., Plagiarism is _____. and more.
How to start your child's Roth IRA journey. Let's say your child is 16 years old and landed a paid summer internship. You, a family member, or another adult can research the best custodial Roth ...
Quantum computing could be game-changing for drug development in the pharmaceutical industry. Businesses should start preparing now. ... There is currently research on "topological data analysis" under way that aims to identify "holes" and "connections" across large data sets. 2 Silvano Garnerone, ... A game plan for quantum computing.
This year's consumer data wave is now live in the Global Gamer Study, Newzoo's gamer research resource and toolkit.. In 2024, our gamer research team focused more on what motivates PC and console gamers to play and spend, along with many other behaviors for mapping today's gamers and profiling your ideal player bases.. We produced a new edition of our annual consumer insights report from ...
The preparation needed to run a games user research study is very similar to most types of user research study - with perhaps more complexity in the technical setup and code screening required, as we will see. Having earlier covered designing a study, in this section we'll cover all of the main stages required to prepare for running the ...
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And finding the right balance of plan features isn't always easy. That's where we come in. In these reports, you'll find data that shows how your 401(k) plan compared with others in your industry in 2023. With this data and our expertise, we can help you create stronger and more competitive plans for your participants.
Given that, according to Royal Town Planning Institute statistics, only 20% of younger people are interested in planning, the use of digital games, say the researchers, enables the public to 'play ...
Jill Biden, Hunter Biden, and the rest of the family clearly do not want Joe Biden to drop out. But there's conflicting gossip on who the Bidens blame for his bad debate — and what they plan ...
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