I recently sent an entry to the 2 Minute Thesis Competition at Phd Comics. My entry is about “Dynamization of Human Resource Management – Heading to new shores“. You can hear it here. It takes some time to load and maybe you have to seek for the title or for my name, but please hear it, vote for it and maybe share it.
The year 2010 has passed and we have been collecting stories that happened in the past year. We have been looking for authors who could write interesting stories or analyze certain phenomena that occurred in 2010. Last but not least we have written our own articles for the eSports Yearbook 2010. And we have set a new rule: eSports is from now on written with a capital S in the book. It never contains a hyphen and it never starts with a capital E. Now we are ready to publish the book, on eSportsyearbook.com (free PDF) amazon.de/uk/fr/us (printed book with an ISBN number – for the price of the print only. This is currently in the layouting-process, we will keep you informed) and on www.issuu.com (free eBook).
New this year was our search for artists who were maybe painters or comic artists. We got lucky for example when Julia stumbled over a young man in Sweden who was trying to decorate his little art exhibition at Dreamhack. She helped him and saw that his work was very powerful and unique, so she told Kee about the Yearbook. We very much hope that some artists will see this Yearbook and contact us for the 2011 issue.
If you have any kind of direct feedback to an article you read in the Yearbooks, please feel free to write firstname.lastname@example.org. We would definitely not only print articles but also letters from readers if you have interesting thoughts. Also contact us if you have a favourite eSports website, artist, game or anything that you would like to read about in the book! It is important to mention, that everybody can contribute to the book and so if you have interesting stories, ideas, art or anything else. Don’t hesitate to contact us and send your stuff for the next eSports Yearbook. eSports Yearbook is a project for you but especially from you.
For the release of the book we would like to have a Starcraft-Tournament with the editors and readers, currently we are looking for a date for that (and Tobi needs some practice as he is a not improving bronze-league player), so stay tuned, the winner will get a signed edition of the eSports Yearbook 2010.
Finally we hold the first eSports Yearbook in our hands (after the Post needed nearly two weeks to deliver it) and it looks great and we hope you will like it too. You will find a short overview about the book at Google and currently it is available at Amazon Germany, United Kingdom (should be soon buyable) and Japan. But with the ISBN (978-3839164310) it should be orderable at any book store. Soon the book will be available at Amazon.com and an eBook is in work.
We hope you like the book and we would love to see you holding it in your hands, so please send us your pictures with the eSports Yearbook 2009 and we will upload them to the site. Additional to that you can already think about your articles for the next book and start sending them to us now. Please send us your articles until 30th of November 2010. However you can contact us over email@example.com.
My little Gnome Warlock back in the beginning of World of Warcraft
As I am currently reading a lot about Game Design I stumbled upon an interesting article about the panel of Rob Pardo (Executive Vice President of Game Design at Blizzard Entertainment) at the Game Developers Conference. He was talking about the Game Design of Blizzard. He stated eleven elements, which are essential for a Blizzard game. Gameplay First: This is an interesting fact as the game has to be fun and fun is hereby the way to direct the gamer into the right way. Additional fun is a great way to increase the long-time motivation for the player. Easy to Learn, Difficult to Master: The game has to be simple, with simple mechanics and objectives, so everybody can play the game and everybody has an easy entrance to the game. However there has to be more depth to the game than easy learning, in World of Warcraft you see that raiding and arenas are more difficult to master. What is Fantasy? Rob Pardo was talking about the look of the game, especially the UI in World of Warcraft. This was a failure for Blizzard, as the vast majority of the gamer customized their UI, instead of using the standard interface. Make Everything Overpowered: I have to admit, I played a Gnome Warrior and tanked some pretty big stuff, and often I did not see the whole model of the enemy. But as Rob Pardo said, this made it extremely special to challenge those enemies and defeat them. Make it overpowered and it is an epic adventure. Concentrated Coolness: There are only few classes in World of Warcraft, if you compare it to the classes in Warcraft 3, however Blizzard took only the best elements and concentrated them into the few classes in World of Warcraft. Play, Don’t Tell: That is interesting, as players tend to not read the quest text, but still want to experience the storyline. So Blizzard has to find ways that the quest text is only an enhancement for the story. For example the death knight starting area is a good example for that way. Make it a Bonus: Players don’t like punishment, however if this effect is changed into a bonus players like it. Rob Pardo stated the Rest System of WoW as an example. In the beginning players are punished for playing too long (drop from 100% xp to 50% xp) and the players hated it, however he changed it into rested players get 200% xp and not-rested players stay at 100%. From the math the same system, but somehow the players loved the change. Control is King: Blizzard had to sacrifice some cool animations and effects for the game play. Rob Pardo takes for example summon a mount, which appears beneath you in a puff of smoke. However a different animation would be cool, the control for the player would be less. Tuning it Up: “Tuning is easy to do, hard to do well.” Thus it is important to tune your game for an audience it is necessary to still have hooks and try to know why you are tuning it this way. Avoid the Grand Reveal: That is something interesting, Blizzard tries to show their stuff early and not until it is finished or perfect. Game developers have to establish an environment where feedback is encouraged and you can fail. Culture of Polish: Polishing is not only for the team which tries to make a good game. Blizzard also brings in so called strike teams, people from other teams. They test the game as well and give feedback and a fresh perspective.
Definitely an interesting panel and it gave me some interesting insights into Game Design.
This is a extremely interesting speech of Jesse Schell from Carnegie Mellon University at the DICE 2010 about the future of Gaming and how it could affect our Life and it is just a must-see, watch it!
Especially interesting was the part about Grading, Jesse Schell mentioned a experience system for grading, used by Lee Sheldon at the Indiana University, however students get experience points for participation, homework, assignments and everything else. This led to an increase and advancement in the class.
Additional the future could be scaring, which Jesse Schell predicts, he is correct this gaming aspect could be beneficial for us, as I has to admit achievement points are motivating for me.
Blizzard Picture from Diablo but still it is a Video-Game Picture
Probably some of you will have played Mass Effect 2 until now or at least heard about it, so I will try to avoid major spoilers. Vaguely speaking, this game is about a hero who assembles a team of aliens and humans in order to defeat an evil enemy. However, it is interesting that Bioware, the developer, stresses the interaction and the atmosphere between team members and the hero/leader. It is essential to raise the loyalty of every team member in order to succeed in the game, as these team members work or fight better if they trust the hero. Special at Mass Effect 2 is that Shepard (the hero character) searches for team members based on their skills and not based on their race. Therefore, he seeks for example a weapon specialist, an assassin, a warrior and several other extraordinary talents. However, contrary to the general tone in Human Resources, these talents are cutting edge in their field because of their race. Another example, the scientist in the team is a Salarian. “Salarians excel at invention, preferring to use cutting-edge technology rather than settle for anything less.”  As you can see, it is obvious that Shepard is choosing a Salarian as scientist having the best cultural requirements for the job. This demonstrates a key finding in my research field. Choose the best and use the cultural background. Sure, it is easy to do such things in a video game, where there is a big evil at the end, which destroys everything, however it is still necessary to forge a team, and this game shows a great way of forging. Beside the common goal, it is important to establish trust and loyalty observing the team leader. In Mass Effect 2 Shepard helps the team members to solve issues of their life, finding the lost father, defending by a trial. Sure not realistic in the world, but still it is interesting to watch. Shepard teams up with the best in the universe, who also are sometimes the scum of the universe, helps them to solve their past, gives them purpose to show their skills and, additionally, contribute to a project, in this case save the universe. Somehow excessive for the common job world, but still fascinating to see the parallels between multicultural high performance teams and Team Shepard.
Picture of the Fare-Well Game of Christian Schwarzer
Currently is in Team Handball the European Championship and I just watched the game between Germany and France and it is interesting to see, how important it is to have a strong team will. This tournament is even more fascinating as there are 15 favorites plus Austria, but what makes the difference? First of all we can say that each team is not at their best shape – many technical errors – and players not at their best conditional shape. So in general, every team can beat every team in this tournament and it is important that the team will is strong. The players have to handle hard situations and have to overcome weak phases. If you look at games like Austria versus Island, where the draw was secured in the last minute after a three goal lead of Island, or Germany overrun by France at the beginning of the second half with over eight minutes without a goal. Team Handball shows that it is essential to focus on the team and thereby get the team in a positive shape; although there are crises it is necessary that some people take the responsability to succeed in particular moments and additional to these small moments convey the emotions to the rest of the team. It shows that it is essential to give the team a signal and the team has to amplify these single moments to an entire motivational impulse for the team will. However these are some short insights into Team Handball it should be researched how these team will can be used in the team work in a Non-Handball area. Sure this sport lives from the intensive moments, the fast game and the emotions; still if we look at American Football, a game with long breaks, there are similar emotions possible. In context of GameStudy, Counter-Strike has similarities to these team will and the intense moments, and we can see that teams can fight their way back and turn a 14:1 to a 14:16 win. The question in any case is, what is necessary to achieve this emotional base in a team? Is the same target enough and/or has the chemistry be right? In my opinion this is an interesting topic and I hope that I can gain insights in future.
Okay the new year is already a week old, but the first post of the year should be named so. However, currently I am writing on two conference papers, so it is a bit silent on my other projects, but the eSports Yearbook looks great and lay-outing plus correcting is in progress. Thus I wanted to share with a video of lectures of the Professor Sandel from Harvard. Great and interesting stuff and I am surprised how theory-history can be taught, in my time the Professor talked and talked and talked. And one other thing is a link to a paper about a mathematical model about the potential outbreak of Zombie Infection from some guys at the University of Ottawa, also interesting to read.
In my résumé I have some parts, which wouldn’t exist if I wouldn’t work in the field of gaming. Working as a journalist in gaming, writing on a book about eSports, however, I am still struggling with the fact that I was a leader of a team of people who was one of the best in the game of World of Warcraft, in Germany we were under the Top 20. In review, this was an intensive job with everything from recruiting, guidelines, payment, training and finally leading in a really delicate way. All this in a world, which could change rapidly – in a blink of an eye. In that time I was a CEO of a team of 60 High Potentials, in general this sounds great! until I say “video-game”. After that argument the HR-person will think, I have less concentration at work, my life-center will be at the video game and I will have a sleeping disorder. This will stamp you in Australia and you probably won’t get the job. Continue reading ‘Gaming and Resumes’
Manche können sich vielleich noch an die Projekte GameSports Magazin und eMAG Magazin erinnern? Im Zeitraum von 2003 und 2005 habe ich bei beiden Projekten als Chef-Redakteur und Projektleiter fungiert, jedenfalls ist mir gestern aufgefallen, dass die Ausgaben nicht mehr online zu finden sind und deshalb habe ich die Ausgaben hochgeladen, wer noch andere Sachen hat, bitte mir schicken (insbesondere das Fatality Video von der Games Convention 2004). Auf jedenfall viel Spass beim Lesen. Continue reading ‘eMAG – Archiv’
Book series about eSport and gaming with stories and articles from gamers of the scene. University of Siegen
University were I work as Research Assistant, Teaching Assistant and writing my doctoral dissertation.