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	<title>vfowler blog &#187; CIM21</title>
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	<link>http://vfowler.com</link>
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		<title>Distribution methods</title>
		<link>http://vfowler.com/2009/06/distribution-methods/</link>
		<comments>http://vfowler.com/2009/06/distribution-methods/#comments</comments>
		<pubDate>Mon, 08 Jun 2009 12:31:15 +0000</pubDate>
		<dc:creator>Vernon</dc:creator>
				<category><![CDATA[Digital]]></category>
		<category><![CDATA[Photo and Video]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[CIM21]]></category>
		<category><![CDATA[communication]]></category>
		<category><![CDATA[WWW]]></category>

		<guid isPermaLink="false">http://vfowler.com/?p=1285</guid>
		<description><![CDATA[Distribution of a multimedia project should have been one of the very first matters considered during the initial concept stages. The matters of distribution can have some very simple as well as complicated reasons for choosing one method over another. &#8230; <a href="http://vfowler.com/2009/06/distribution-methods/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Adc&amp;rfr_id=info%3Asid%2Focoins.info%3Agenerator&amp;rft.type=&amp;rft.format=text&amp;rft.title=Distribution+methods&amp;rft.source=vfowler+blog&amp;rft.date=2009-06-08&amp;rft.identifier=http%3A%2F%2Fvfowler.com%2F2009%2F06%2Fdistribution-methods%2F&amp;rft.language=English&amp;rft.subject=Digital&amp;rft.subject=Photo+and+Video&amp;rft.subject=Technology&amp;rft.aulast=Fowler&amp;rft.aufirst=Vernon"></span><p>Distribution of a multimedia project should have been one of the very first matters considered during the initial concept stages. The matters of distribution can have some very simple as well as complicated reasons for choosing one method over another. There are many contributing factors to determine the right delivery method:
<ul>
<li>Target user group</li>
<li>Client&#8217;s wishes and expectations</li>
<li>Product&#8217;s limits and limitations</li>
<li>Interactivity</li>
<li>Expertise</li>
</ul>
<p>So far, common forms of distribution are:
<dl>
<dt>Optical discs</p>
<dd>CD-ROMs, DVDs, etcetera&#8230;</p>
<dt>Intranet</p>
<dd>a high speed internal network</p>
<dt>Internet</p>
<dd>a mass distribution medium</p>
<dt>Hardware or embedded application</p>
<dd><a href="http://vfowler.com/archives/1285/">embedded devices</a> that are not normally associated with computer interfaces, i.e. organisers, kiosks, mobile phones, and etcetera.
</dl>
<div style="width:48%;float:left;">
<h2 id="DistributionModels">Traditional distribution models</h2>
<p>Traditionally companies that make consumer goods that are purchased in retail stores, sell their products to a wholesaler, which in turn sells to the retailers.<a title="traditional distribution models" href="http://vfowler.com/wp-content/uploads/2009/06/traditional-distribution-models.png"><img src="http://vfowler.com/wp-content/uploads/2009/06/traditional-distribution-models-300x199.png" alt="traditional distribution models" width="300" height="199" class="aligncenter size-medium wp-image-1289" /></a>
</div>
<div style="width:48%;float:right;">
<h2>Alternative distribution models</h2>
<p>Given the highly competitive nature of the consumer multimedia market and the difficulty of obtaining retail shelf space, several other models are being used. <a title="alternative distribution models" href="http://vfowler.com/wp-content/uploads/2009/06/alternative-distribution-models.png"><img src="http://vfowler.com/wp-content/uploads/2009/06/alternative-distribution-models-300x173.png" alt="alternative distribution models" width="300" height="173" class="aligncenter size-medium wp-image-1290" /></a>
</div>
<h2 style="clear:both;" id="intravsinternet">Intranet versus Internet delivery</h2>
<div style="width:48%;float:left;">Intranets are secure, 10 to 100 times faster than an average internet connection, only require 1 copy to serve many users, and the quality is very high (presentations and corporate events can be telecast throughout the organisation).</p>
<p>Some examples utilizing an intranet delivery include corporate orientations, Computer Based Learning (<abbr title="Computer Based Learning">CBL</abbr>), presentations broadcasting, video conferencing, internal video services (<abbr title="Video On Demand">VOD</abbr>), and interactive information systems (customer information stations and <abbr title="Point Of Sales">POS</abbr> systems).<a title="self-service checkout" href="http://vfowler.com/wp-content/uploads/2009/06/self-service-checkout.jpg"><img src="http://vfowler.com/wp-content/uploads/2009/06/self-service-checkout-300x244.jpg" alt="self-service checkout" width="300" height="244" class="aligncenter size-medium wp-image-1294" /></a></div>
<div style="width:48%;float:right;">Unlike an intranet, internet connection speeds will vary based on the type of connection as well as geographic location. Using the web as your delivery platform has a lot of advantages, but also requires meeting a lot of parameters and compromises. The benefits are: a potentially global audience, purchasing is easily carried out, product support can be facilitated with patches and updates, and product evaluation is also possible with demo versions of the product to <q>try before you buy</q>.</p>
<p>Some applications use the internet as a delivery platform. For example, streaming media in real time, Flash, and Java web-related applications, all rely on a constant internet connection.</p>
<blockquote><p>Although there are many methods for delivering web multimedia, we recommend using stable technology that works for the great majority of client machines. You risk losing your audience if they have to jump through hoops to access your content.</p></blockquote>
<p><a target="_blank" href="http://www.webstyleguide.com/wsg3/12-multimedia/index.html">http://www.webstyleguide.com/wsg3/12-multimedia/index.html</a></div>
<h2 style="clear:both;" id="ContentManagement">Content management</h2>
<p>Content management is a system of organizing the delivery, storage and access rights of all the media components of an internet or intranet delivery system.<br />
<a href="http://vfowler.com/wp-content/uploads/2009/06/content-management.png" title="content management"><img src="http://vfowler.com/wp-content/uploads/2009/06/content-management-300x128.png" alt="content management" width="300" height="128" class="aligncenter size-medium wp-image-1295" /></a><br />
By the system administrator or broadcast administrator, content management is used to set-up and manage scheduled content or on-demand programs, channels, recordings, and file transfers among various media servers. This can include the setting up of group profiles or individual profiles, in other words allowing only certain groups or individuals to view certain media.</p>
<h2 id="embeddeddevice">Embedded devices</h2>
<p>Typically these devices have no keyboard or limited input capabilities, and somewhat limited display capabilities and data storage. They are usually dedicated to performing certain functions or tasks only, and include mobile devices (personal organisers and mobile phones), home devices (appliances, home automation systems, home theatre systems, home security), automotive (<abbr title="Global Positioning System">GPS</abbr>, in-car entertainment systems), and industry systems (information kiosks, <abbr title="Automated Teller Machine">ATM</abbr>s, and cash registers).</p>
<p><a href="http://vfowler.com/wp-content/uploads/2009/03/3g-iphone-news-iphone.jpg" title="iPhone - an advanced embedded device"><img src="http://vfowler.com/wp-content/uploads/2009/03/3g-iphone-news-iphone-59x150.jpg" alt="iPhone" width="59" height="150" class="alignleft size-thumbnail wp-image-796" style="margin-bottom:1em;" /></a>Due to advancements in computer memory and <abbr title="Central Processing Unit">CPU</abbr> miniaturization, devices now have the capabilities to provide levels of interactivity and intelligence previously unheard of. We are also seeing not only the breakdown of input and output limitations, but also a merge of delivery methods, in devices such as the <a href="http://www.apple.com/iphone/" target="_blank">iPhone</a>.</p>
<p>Embedded devices traditionally perform dedicated functions, and are designed with a specific embedded software application. The end user cannot modify such closed systems. We see embedded systems everywhere &#8211; at the cash registers, in industrial controllers, at home in our digital set top box. They are usually simple to use, sturdy, fast and reliable. Unfortunately updates or upgrades contribute to the problems of a throw-away society and are costly in both time and money. Hence the reason developers attempt to future-proof systems as much as possible.</p>
<p>The choices of delivery methods to best deliver products are constantly increasing. Choosing the right method is <strong>not always your choice</strong>. The best safe guard is to know right from the conceptual stage, what delivery method(s) you and your team will be designing for.</p>
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		</item>
		<item>
		<title>Promotion</title>
		<link>http://vfowler.com/2009/06/promotion/</link>
		<comments>http://vfowler.com/2009/06/promotion/#comments</comments>
		<pubDate>Mon, 08 Jun 2009 06:27:50 +0000</pubDate>
		<dc:creator>Vernon</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[CIM21]]></category>
		<category><![CDATA[communication]]></category>
		<category><![CDATA[law]]></category>

		<guid isPermaLink="false">http://vfowler.com/?p=1282</guid>
		<description><![CDATA[Selling the product you have made, whether that be to a client, to a customer, or to an audience, is crucial. A fantastic product marketed terribly is worthless. First impressions do count. Often the quality of your product will be &#8230; <a href="http://vfowler.com/2009/06/promotion/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Adc&amp;rfr_id=info%3Asid%2Focoins.info%3Agenerator&amp;rft.type=&amp;rft.format=text&amp;rft.title=Promotion&amp;rft.source=vfowler+blog&amp;rft.date=2009-06-07&amp;rft.identifier=http%3A%2F%2Fvfowler.com%2F2009%2F06%2Fpromotion%2F&amp;rft.language=English&amp;rft.subject=Art&amp;rft.subject=Technology&amp;rft.aulast=Fowler&amp;rft.aufirst=Vernon"></span><p>Selling the product you have made, whether that be to a client, to a customer, or to an audience, is crucial. A fantastic product marketed terribly is worthless. First impressions do count. Often the quality of your product will be judged by the quality of its presentation, so put your heart into it!</p>
<p>Making a fantastic product is great. Making packaging and promotional material is the next step. </p>
<h2>Target the audience</h2>
<p>As you start to decide the packaging, stay focused on these things:
<ul>
<li>If you keep focused on who you are designing for, then it is a lot easier to come to a concept without forcing it. </li>
<li>Do some research. Look specifically at the packaging and the promotional material for products targeted at the same audience bracket. <a href="http://www.creativedepart.com/category/packaging/" target="_blank">http://creativedepart.com/category/packaging/</a> is just one place to start that research. Try to appreciate what elements others have used to good effect. Be critical of stupid design moves. Put yourself into the demographic of the product&#8217;s target group and assess it how they would.</li>
<li>Ask around. Basically, get a feel for the current market.</li>
<li>Use graphics, fonts, and language that are relevant for the demographic the product is aiming at&#8230; Compare the different demographics being aimed at on the packaging of these 2 racing games:<br style="clear:both;" />
<div style="width:48%;float:left;"><a href="http://vfowler.com/wp-content/uploads/2009/06/mario-kart-package.jpg" title="Mario Kart package uses cartoon characters to appeal to children, or the child at heart."><img src="http://vfowler.com/wp-content/uploads/2009/06/mario-kart-package-150x143.jpg" alt="Mario Kart package uses cartoon characters to appeal to children, or the child at heart." width="150" height="143" class="aligncenter size-thumbnail wp-image-1345" /></a></div>
<div style="width:48%;float:right;"><a href="http://vfowler.com/wp-content/uploads/2009/06/gran_turismo_5_ntsc_custom-cdcovers_cc-front-1023x697.jpg" title="Gran Turismo 5 package uses realistic photos to appeal to more adult petrol-heads."><img src="http://vfowler.com/wp-content/uploads/2009/06/gran_turismo_5_ntsc_custom-cdcovers_cc-front-150x102.jpg" alt="Gran Turismo 5 package uses realistic photos to appeal to more adult petrol-heads." width="150" height="102" class="aligncenter size-thumbnail wp-image-1344" /></a></div>
</li>
</ul>
<h2>Ratings</h2>
<p>Just like movies, video games are governed by a ratings system. </p>
<div style="float:right"><img src="http://vfowler.com/wp-content/uploads/2009/06/yellow_bar_round_450.gif" alt="ESRB rating symbol on the front, and content descriptor on the back." title="ESRB rating symbol on the front, and content descriptor on the back." width="450" height="96" class="alignright size-full wp-image-1338" /></div>
<blockquote><p>The <a href="http://www.esrb.org/ratings/ratings_guide.jsp" target="_blank">Entertainment Software Rating Board (ESRB) ratings</a> are designed to provide concise and impartial information about the content in computer and video games so consumers, especially parents, can make an informed purchase decision.</p></blockquote>
<h2>The process</h2>
<p>Make quite a few possible package designs, and then cull them. If the design is incongruous with the rest of the project, file it with all the others sacrificed. Choose the 1 design that best fits the criteria &#8211; classy, attention-grabbing, effective, and informative. Remember, the purpose is to sell this product.</p>
<h2>Layout</h2>
<p>This final design stage is so important, regardless of how mundane the project may seem after your months of hard yakka. Package layout is comprised of fonts, copy, and graphics.<br />
Text layout is vital &#8211; this is the text that is going to convince a client/customer that the cool box they just picked up is actually worth buying/trying.</p>
<h3>On the front, on the back</h3>
<p>See <em>Packaging and the Premiere</em> for the list of <a href="http://vfowler.com/archives/1232/">vital elements to include on the front</a> and <a href="http://vfowler.com/archives/1232/">on the back of the packaging</a>.</p>
<h3>Fonts</h3>
<p>Be consistent and use the same highlight fonts on the packaging as those in the actual product. Check back in <em>Multimedia Fundamentals</em> for the <a href="http://vfowler.com/archives/727/">typography links</a>. Legible and scannable are rather crucial qualities, and a secondary font should be used for body text. </p>
<h3>Colours</h3>
<p>Again, consistency is the name of the game. Besides, if using modern design software, you can save quite some effort and literally just re-hash existing artwork and palettes. However, other packages of the same genre will all be sitting on the market shelves alongside each other. So it may pay to add a classy, contrasting colour. Check <em>Multimedia Fundamentals</em> for <a href="http://vfowler.com/archives/727/">the colour links</a>.</p>
<h3>Writing copy language and aesthetics</h3>
<p>The language you use will either sell your product, or lose a user&#8217;s interest. Marketing departments should determine and prioritise the most important parts of the product, and the copy should reflect these important features. Sometimes it might help to use short words, but it is always best to avoid industry jargon and genre specific language. Use exciting language that briefly explains the purpose, features, and highlights.</p>
<p>Text should be large and clear, and restricted to designated areas on the box. Keep the blurb brief and in a compact space. Use bullets to visually distinguish between points.</p>
<h3>Graphics</h3>
<p><a href="http://vfowler.com/wp-content/uploads/2009/06/age-of-mythology-mac-os-x.jpg" title="Age of Mythology package graphic on the front"><img src="http://vfowler.com/wp-content/uploads/2009/06/age-of-mythology-mac-os-x-150x150.jpg" alt="Age of Mythology package graphic on the front" width="150" height="150" class="alignleft size-thumbnail wp-image-1366" /></a><a href="http://vfowler.com/wp-content/uploads/2009/06/aom_screen2.jpg" title="Age of Mythology actual game screenshot"><img src="http://vfowler.com/wp-content/uploads/2009/06/aom_screen2-150x112.jpg" alt="Age of Mythology actual game screenshot" width="150" height="112" class="alignright size-thumbnail wp-image-1367" /></a>Primarily derived from sketches and the product, artwork must be consistently themed. Only a few screen shots are needed on the back. What actually makes a good graphic depends on the genre and target user group. A children&#8217;s game cover graphic would misrepresent an adult game, and vice versa. A good graphic also encapsulates the themes and characters of the product without necessarily reflecting the actual content. Cover designs of a variety of games all show a number of similarities and common concepts: a prominent title, and one central graphic feature.</p>
<h2>Cross-marketing mediums</h2>
<p>The important thing with cross-marketing is identifying the most effective mediums to use for promotion. Cross advertising a product for middle-aged business men in a drum&#8217;n'bass zine may not be the most effective method of advertising. Again, it comes back to being able to assess your audience &#8211; to know what other information mediums they access, and utilize those. Other potential information mediums are the web, radio, print, and any genre specific mediums.</p>
<h3>Web marketing</h3>
<p><a href="http://vfowler.com/wp-content/uploads/2009/06/gta4_website_cross-marketing.jpg" title="GTA4 website cross-marketing"><img src="http://vfowler.com/wp-content/uploads/2009/06/gta4_website_cross-marketing-300x187.jpg" alt="GTA4 website cross-marketing" width="300" height="187" class="alignright size-medium wp-image-1369" /></a>Creating a parallel website is a great way of cross-promotion. Keep it consistent. Use the same fonts/colors/graphics as the actual product and the box. Include lots more information &#8211; reviews, in-depth discussion of plot, and etcetera. </p>
<p>The website for Grand Theft Auto IV (<a target="_blank" href="http://www.rockstargames.com/IV/">http://www.rockstargames.com/IV</a>) mirrors the colours and artwork from the actual game itself. The website also features news (pictured right), <a href="http://www.rockstargames.com/IV/#?page=music&#038;content=stations" target="_blank">radio stations</a>, merchandise, updates, subscription, game information and other features.</p>
<h3>Print marketing</h3>
<p><a href="http://vfowler.com/wp-content/uploads/2009/06/magazines.png"><img src="http://vfowler.com/wp-content/uploads/2009/06/magazines-300x122.png" alt="Sample magazines for print marketing." title="Sample magazines for print marketing." width="300" height="122" class="alignleft size-medium wp-image-1371" /></a>Get reviewed. Advertise in relevant magazines (gaming, etcetera). Remember to use <strong>big</strong> headings and graphics in advertising material, and only provide basic information (website/distributor and genre).
<div style="clear:both"></div>
]]></content:encoded>
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		</item>
		<item>
		<title>Issues in Multimedia</title>
		<link>http://vfowler.com/2009/06/issues-in-multimedia/</link>
		<comments>http://vfowler.com/2009/06/issues-in-multimedia/#comments</comments>
		<pubDate>Mon, 08 Jun 2009 05:53:47 +0000</pubDate>
		<dc:creator>Vernon</dc:creator>
				<category><![CDATA[Digital]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Australia]]></category>
		<category><![CDATA[CIM21]]></category>
		<category><![CDATA[law]]></category>

		<guid isPermaLink="false">http://vfowler.com/?p=1310</guid>
		<description><![CDATA[Most nations follow the Berne copyright convention, i.e. the author / designer doesn&#8217;t have to state that the material is protected. Thus, absolutely nothing is public domain unless the owner explicitly states it. Copyright and how to breach it! It &#8230; <a href="http://vfowler.com/2009/06/issues-in-multimedia/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Adc&amp;rfr_id=info%3Asid%2Focoins.info%3Agenerator&amp;rft.type=&amp;rft.format=text&amp;rft.title=Issues+in+Multimedia&amp;rft.source=vfowler+blog&amp;rft.date=2009-06-07&amp;rft.identifier=http%3A%2F%2Fvfowler.com%2F2009%2F06%2Fissues-in-multimedia%2F&amp;rft.language=English&amp;rft.subject=Digital&amp;rft.subject=Technology&amp;rft.aulast=Fowler&amp;rft.aufirst=Vernon"></span><p>Most nations follow the Berne copyright convention, i.e. the author / designer doesn&#8217;t have to state that the material is protected. Thus, absolutely nothing is public domain unless the owner explicitly states it.</p>
<h2>Copyright and how to breach it!</h2>
<p>It is simple: ask the author / owner and get their permission <strong>before</strong> you publish their material. Failure to do so is a breach of copyright, unless allowed under the fair use doctrine.</p>
<blockquote><p>Fair use is a doctrine in United States copyright law that allows limited use of copyrighted material without requiring permission from the rights holders, such as use for scholarship or review. It provides for the legal, non-licensed citation or incorporation of copyrighted material in another author&#8217;s work under a four-factor balancing test.</p></blockquote>
<p>To determine whether your intended use meets the criteria of the four-factor balancing test, purpose of use (1), nature of work (2), relative amount (3), and market effect (4), refer to my post from August last year, <a href="http://vfowler.com/archives/254/">© copyright versus fair use</a>.</p>
<h2>Educational fair use</h2>
<ul>
<li>motion media &#8211; up to 10% or 3 minutes, whichever is less.</li>
<li>text &#8211; up to 10% or 1,000 words, whichever is less.</li>
<li>music &#8211; up to 10% or 30 seconds.</li>
<li>illustrations, cartoons and photographs &#8211; no more than 5 images from a single artist.</li>
</ul>
<h2>Commercial fair use</h2>
<p>Copyright permission must be obtained from the owner for all commercial purposes.</p>
<h2>Terms in copyright</h2>
<dl>
<dt>Intellectual Property (IP)
<dd>Intellectual property (IP) refers to creations of the mind: inventions, literary and artistic works, and symbols, names, images, and designs used in commerce.</p>
<dt>Trademark
<dd>A trade mark can be a word, phrase, letter, number, sound, smell, shape, logo, picture, aspect of packaging or a combination of these. It is used to distinguish the goods and services of one trader from those of another.</p>
<dt>Royalties
<dd>The owner of the rights will usually get payments (in the form of royalties) in return for use of the property.</p>
<dt>Public Domain
<dd>The public domain is a range of abstract materials—commonly referred to as intellectual property—which are not owned or controlled by anyone. The term indicates that these materials are therefore &#8220;public property&#8221;, and available for anyone to use for any purpose.</p>
<dt>Fair Use
<dd>Certain allowances of limited use of copyright material, without permission from the rights holder.</p>
<dt>Derivative work
<dd>A derivative work pertaining to copyright law, is an expressive creation that includes major, copyright-protected elements of an original, previously created first work.</p>
<dt>Right to Publicity
<dd>The Right of Publicity can be defined simply as the right of an individual to control the commercial use of his or her name, image, likeness or other unequivocal aspects of one&#8217;s identity.
</dl>
<h2>IP law for multimedia</h2>
<p><img src="http://vfowler.com/wp-content/uploads/2009/06/intellectual-property-127x150.png" alt="intellectual property" title="intellectual property" width="127" height="150" class="alignright size-thumbnail wp-image-1317" style="float:right;" />There are four major intellectual property laws that are important for multimedia developers.
<ol>
<li>Copyright law, which protects original &#8220;works of authorship.&#8221;</li>
<li>Patent law, which protects new, useful, and &#8220;non-obvious&#8221; inventions and processes.</li>
<li>Trademark law, which protects words, names, and symbols used by manufacturers and businesses to identify their goods and services.</li>
<li>Trade secret law, which protects valuable information not generally known, that has been kept secret by its owner.</li>
</ol>
<p><img src="http://vfowler.com/wp-content/uploads/2009/06/copyright-on-websites-150x138.png" alt="copyright on websites" title="copyright on websites" width="150" height="138" class="alignleft size-thumbnail wp-image-1316" />Copyright protects written material, artistic works, musical works, dramatic works, computer programs, and compilations. Due to the fact that most commercial websites are created by multiple authors, copyright on websites is unclear. Materials and media used on a website may belong to other authors.</p>
<p>The <a href="http://www.wipo.int/portal/index.html.en">World Intellectual Property Organization</a> (<abbr title="World Intellectual Property Organization">WIPO</abbr>) is an international organization dedicated to helping to ensure that the rights of creators and owners of intellectual property are protected worldwide and that inventors and authors are, thus, recognized and rewarded for their ingenuity.</p>
<p><img src="http://vfowler.com/wp-content/uploads/2009/06/ipaustralia.gif" alt="IP Australia" title="IP Australia" width="156" height="108" class="alignright size-full wp-image-1330" />For guiding information on copyright issues relating to multimedia, check White SW Computer Law&#8217;s article <a target="_blank" href="http://www.computerlaw.com.au/doku.php?id=mm&amp;s[]=multimedia#multimedia_issues">http://www.computerlaw.com.au/doku.php?id=mm&#038;s[]=multimedia#multimedia_issues</a> and visit <a target="_blank" href="http://www.ipaustralia.gov.au">http://www.ipaustralia.gov.au</a> for IP in Australia.</p>
<dl>
<lh>References</lh></p>
<dt>Derivative work &#8211; Wikipedia, the free encyclopedia. (n.d.).</p>
<dd>Retrieved June 8, 2009, from <a href="http://en.wikipedia.org/w/index.php?title=Derivative_work&#038;oldid=291297720">http://en.wikipedia.org/w/index.php?title=Derivative_work&#038;oldid=291297720</a></p>
<dt>Fair use. (2009, June 7). In Wikipedia, The Free Encyclopedia.</p>
<dd>Retrieved 01:33, June 7, 2009, from <a href="http://en.wikipedia.org/w/index.php?title=Fair_use&#038;oldid=294890938">http://en.wikipedia.org/w/index.php?title=Fair_use&#038;oldid=294890938</a></p>
<dt>c=AU; co=Commonwealth of Australia; ou=Department of Innovation, I. (n.d.). IP Australia : Trade Marks > What is a trade mark?</p>
<dd>Retrieved June 8, 2009, from <a href="http://www.ipaustralia.gov.au/">http://www.ipaustralia.gov.au/trademarks/what_index.shtml</a></p>
<dt>Personality rights &#8211; Wikipedia, the free encyclopedia. (n.d.).</p>
<dd>Retrieved June 8, 2009, from <a href="http://en.wikipedia.org/w/index.php?title=Personality_rights&#038;oldid=294882627">http://en.wikipedia.org/w/index.php?title=Personality_rights&#038;oldid=294882627</a></p>
<dt>Public domain &#8211; Wikipedia, the free encyclopedia. (n.d.).</p>
<dd>Retrieved June 8, 2009, from <a href="http://en.wikipedia.org/w/index.php?title=Public_domain&#038;oldid=294991227">http://en.wikipedia.org/w/index.php?title=Public_domain&#038;oldid=294991227</a></p>
<dt>What is Intellectual Property? (n.d.).</p>
<dd>Retrieved June 8, 2009, from <a href="http://www.wipo.int/about-ip/en/">http://www.wipo.int/about-ip/en/</a>
</dl>
]]></content:encoded>
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		<item>
		<title>Development Agreement</title>
		<link>http://vfowler.com/2009/06/development-agreement/</link>
		<comments>http://vfowler.com/2009/06/development-agreement/#comments</comments>
		<pubDate>Mon, 08 Jun 2009 02:18:46 +0000</pubDate>
		<dc:creator>Vernon</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[CIM21]]></category>
		<category><![CDATA[communication]]></category>

		<guid isPermaLink="false">http://vfowler.com/?p=1268</guid>
		<description><![CDATA[All phases have pre-determined deliverables, milestones,and timelines. The approval of deliverables by the client signals the end of the phase. A signed contract specifying the product design, cost, schedule, copyright, etcetera, are what make up a development agreement. After the &#8230; <a href="http://vfowler.com/2009/06/development-agreement/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Adc&amp;rfr_id=info%3Asid%2Focoins.info%3Agenerator&amp;rft.type=&amp;rft.format=text&amp;rft.title=Development+Agreement&amp;rft.source=vfowler+blog&amp;rft.date=2009-06-07&amp;rft.identifier=http%3A%2F%2Fvfowler.com%2F2009%2F06%2Fdevelopment-agreement%2F&amp;rft.language=English&amp;rft.subject=Technology&amp;rft.aulast=Fowler&amp;rft.aufirst=Vernon"></span><p>All phases have pre-determined deliverables, milestones,and timelines. The approval of deliverables by the client signals the end of the phase. A signed contract specifying the product design, cost, schedule, copyright, etcetera, are what make up a development agreement. After the discovery phase, the prize is the contract. The Functional Specification is the deliverable at completion of the design phase.</p>
<h2>Functional Specifications</h2>
<p>The audience for the functional specification is the team of professionals who will make the product: producer, director, researchers, artists, engineers, sound designers, quality assurance testers, marketing and sales staff. It is the job of the functional specification to break the client&#8217;s broad ideas into detailed descriptions of what it does, how it is used, and what it looks like. The specification doesn&#8217;t say anything about how it is implemented, but it does include all the interactions from a user&#8217;s perspective. Creating this blueprint saves time and money as it is easier and cheaper to change a Word document or PowerPoint presentation than to re-program an entire application if the client suddenly recalls another feature the product simply must have. The spec also operates as an agreement between the client and developer &#8211; after approval from both parties, additional changes have to be negotiated. This saves the developer a lot of work, and creates a more trustworthy deadline.</p>
<div style="width:48%;float:left;">A functional spec should answer:
<ul>
<li>What is the application going to do?</li>
<li>What it is going to look like?</li>
<li>What happens when a user clicks on a certain button?</li>
<li>How do the individual elements of the application work together?</li>
</ul>
</div>
<div style="width:48%;float:right;">A developer needs to ask:
<ul>
<li>What is the application supposed to be?</li>
<li>What is it supposed to do?</li>
<li>Who is the target audience?</li>
<li>Are there metrics? Does the application have to meet a certain revenue?</li>
<li>Does the application have previous versions? What was good and bad about them?</li>
<li>Testing &#8211; when, where, who, how?</li>
</ul>
</div>
<h3 style="clear:both;">Contents of the spec</h3>
<p>The writer needs to be a person whose discipline is design and user-interface, and is a skilled and detailed writer. Familiarity with user experience issues is a definite plus. The writer has to visualize how the different features work, how a user might use each feature, and how navigation through the information will be done. This has to be written down in the greatest detail, and be in balance with current technological limitations and business demands. The contents of the spec include:
<ul>
<li>Executive summary</li>
<li>Global conventions</li>
<li>Node map</li>
<li>Node-by-node descriptions</li>
<li>Screen layouts</li>
<li>Action/Animation descriptions</li>
</ul>
<p><strong>Things still to do:</strong><br />
# Create a graphic design specification based on your first assignment<br />
# Create a storyboard based on your first assignment</p>
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		<title>Packaging and the Premiere</title>
		<link>http://vfowler.com/2009/06/packaging-and-the-premiere/</link>
		<comments>http://vfowler.com/2009/06/packaging-and-the-premiere/#comments</comments>
		<pubDate>Sat, 06 Jun 2009 11:34:18 +0000</pubDate>
		<dc:creator>Vernon</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[CIM21]]></category>
		<category><![CDATA[communication]]></category>
		<category><![CDATA[design]]></category>

		<guid isPermaLink="false">http://vfowler.com/?p=1232</guid>
		<description><![CDATA[Packaging Poor packaging can lead to poor sales and interest from intended users. Generally most multimedia products are packaged as CD-ROMs inside a shrink-wrapped box approximately 9 inches wide by 10.5 inches tall and 1.5 inches deep. Your product is &#8230; <a href="http://vfowler.com/2009/06/packaging-and-the-premiere/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Adc&amp;rfr_id=info%3Asid%2Focoins.info%3Agenerator&amp;rft.type=&amp;rft.format=text&amp;rft.title=Packaging+and+the+Premiere&amp;rft.source=vfowler+blog&amp;rft.date=2009-06-06&amp;rft.identifier=http%3A%2F%2Fvfowler.com%2F2009%2F06%2Fpackaging-and-the-premiere%2F&amp;rft.language=English&amp;rft.subject=Art&amp;rft.subject=Technology&amp;rft.aulast=Fowler&amp;rft.aufirst=Vernon"></span><h2>Packaging</h2>
<div style="float:left;"><a title="packaging dimensions" href="http://vfowler.com/wp-content/uploads/2009/06/packaging_metric.png"><img src="http://vfowler.com/wp-content/uploads/2009/06/packaging_metric-92x150.png" alt="packaging dimensions" width="92" height="150" class="alignleft size-thumbnail wp-image-1246" /></a></div>
<p>Poor packaging can lead to poor sales and interest from intended users. Generally most multimedia products are packaged as CD-ROMs inside a shrink-wrapped box approximately 9 inches wide by 10.5 inches tall and 1.5 inches deep.</p>
<blockquote><p>Your product is only as saleable as its wrapper. Packaging needs to entice as well as inform, while remaining true to the essence of your product or service.</p></blockquote>
<p><small><a target="_blank" href="http://www.media-schmedia.com/print_zman_games.asp">http://www.media-schmedia.com/print_zman_games.asp</a></small></p>
<div style="width:30%;float:left">
<h3 id="FrontPackage">Front</h3>
<p>Vital elements to be included on the front of the product packaging are:</p>
<ul>
<li>An eye catching graphic</li>
<li>Clearly visible title</li>
<li>Logo of the publisher</li>
<li>Logo of the developer</li>
<li>Genre of the product should be obvious</li>
<li>The intended target age of the users</li>
<li>The platform and operating system the product runs on</li>
<li>Any slogans and product blurbs</li>
</ul>
<p><a href="http://vfowler.com/wp-content/uploads/2009/06/disney_print_creations_movie_collection.jpg" title="front cover - Disney print creations movie collection"><img src="http://vfowler.com/wp-content/uploads/2009/06/disney_print_creations_movie_collection-150x149.jpg" alt="front cover - Disney print creations movie collection" width="150" height="149" class="aligncenter size-thumbnail wp-image-1258" /></a>
</div>
<div style="width:38%;float:left;">
<h3 id="BackPackage">Back</h3>
<p>Information on the back of the box can be more technical and descriptive of the product. Items on the back of the packaging include:
<ul>
<li>Details of the minimum system requirements required to run the product</li>
<li>Contact information, such as address, phone, email, website</li>
<li>Copyright notices</li>
<li>Barcode with inventory control number</li>
<li>Screen shots to give customers an idea of the look and feel of the product</li>
<li>Blurb and highlight points</li>
<li>Information about other products by the developer (cross selling)</li>
</ul>
<p><a title="back cover of Tomb Raider Underworld" href="http://vfowler.com/wp-content/uploads/2009/06/back_cover_tru.jpg"><img src="http://vfowler.com/wp-content/uploads/2009/06/back_cover_tru-106x150.jpg" alt="back cover of Tomb Raider Underworld" width="106" height="150" class="aligncenter size-thumbnail wp-image-1252" /></a>
</div>
<div style="width:30%;float:right;">
<h3>CD-ROM and slip cover insert</h3>
<p>Avoid cluttering the CD-ROM face with too much information. Space is limited, and it isn&#8217;t helping to sell the product. Best keep it brief but attractive. A slip cover insert can contain some promotional as well as instructional information. It might have the product key or a serial number for installation purposes.<a href="http://vfowler.com/wp-content/uploads/2009/06/cd-art-aoe3.jpg" title="CD art - Age of Empires 3"><img src="http://vfowler.com/wp-content/uploads/2009/06/cd-art-aoe3-150x149.jpg" alt="CD art - Age of Empires 3" width="150" height="149" class="aligncenter size-thumbnail wp-image-1253" /></a><br />
More on packaging in <em><a href="http://vfowler.com/archives/1282/">Promotion</a></em>&#8230;
</div>
<h2 style="clear:both;">Premiere</h2>
<p>The premiere of your product is as much a marketing event as a release from all the hard work done on the project. Some things to consider for a successful product launch are:
<ul><img src="http://vfowler.com/wp-content/uploads/2009/06/premiere-150x150.png" alt="premiere" title="premiere" width="150" height="150" class="alignright size-thumbnail wp-image-1261" /></p>
<li>Draft a premiere plan, at least a month prior the big event. Studio 1151 has <a target="_blank" href="http://www.mcli.dist.maricopa.edu/authoring/studio/guidebook/premiere_plan.html" title="a premiere plan form and example">a premiere plan form</a>.</li>
<li>Organize invitations and remember to invite:
<ul>
<li>Key stakeholders</li>
<li>Project investors</li>
<li>Media representatives (for publicity)</li>
</ul>
</li>
<li>Organize marketing materials, including handouts, banners, balloons, etcetera.</li>
<li>Organize refreshments, entertainment, waiters, etcerea, and have speeches written and rehearsed before the event.</li>
</ul>
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		<title>Post-Production</title>
		<link>http://vfowler.com/2009/06/post-production/</link>
		<comments>http://vfowler.com/2009/06/post-production/#comments</comments>
		<pubDate>Sat, 06 Jun 2009 07:16:47 +0000</pubDate>
		<dc:creator>Vernon</dc:creator>
				<category><![CDATA[Digital]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[CIM21]]></category>

		<guid isPermaLink="false">http://vfowler.com/?p=1213</guid>
		<description><![CDATA[Despite the development phase being complete, the project isn&#8217;t quite finished. Does the product really work? Does the intended user group like it? Carrying out a tryout of the product with a test user group should be done, before making &#8230; <a href="http://vfowler.com/2009/06/post-production/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Adc&amp;rfr_id=info%3Asid%2Focoins.info%3Agenerator&amp;rft.type=&amp;rft.format=text&amp;rft.title=Post-Production&amp;rft.source=vfowler+blog&amp;rft.date=2009-06-05&amp;rft.identifier=http%3A%2F%2Fvfowler.com%2F2009%2F06%2Fpost-production%2F&amp;rft.language=English&amp;rft.subject=Digital&amp;rft.subject=Technology&amp;rft.aulast=Fowler&amp;rft.aufirst=Vernon"></span><p>Despite the development phase being complete, the project isn&#8217;t quite finished. Does the product really work? Does the intended user group like it? Carrying out a tryout of the product with a test user group should be done, before making changes based upon their feedback. Post-production includes <a href="http://vfowler.com/archives/">conducting surveys</a>, <a href="http://vfowler.com/archives/">focus groups</a>, and <a href="http://vfowler.com/archives/">archiving</a>.</p>
<p>Again, Studio 1151 has another great guide, this time on <a target="_blank" href="http://www.mcli.dist.maricopa.edu/authoring/studio/guidebook/audtest.html">how to do an audience test run</a>. The purpose of running a survey or a focus group is to facilitate testing on the product from people external to the studio. A survey is better if you are pushed for time to gather and analyze feedback, while a focus group will provide a much higher level of detail.</p>
<div style="overflow:hidden;width:100%;">
<div style="width:45%;float:left;">
<h2 id="ConductingSurveys">Conducting surveys</h2>
<p>One form of testing the product is to conduct a survey based on pre-release copies of it. In addition to asking for specific comments and suggestions for improving the product, the survey might ask the selected group of people, questions such as these:
<ol>
<li>The purpose of the program was clear.</li>
<li>The program directions were clear.</li>
<li>The program helped me learn about _____ .</li>
<li>The program was easy to use.</li>
<li>The program worked smoothly.</li>
<li>The program kept my interest.</li>
<li>The visuals were appropriate.</li>
<li>The visuals helped me learn.</li>
<li>The audio was appropriate.</li>
<li>The audio helped me learn.</li>
<li>The sequence of instruction was appropriate.</li>
<li>The amount of information was appropriate.</li>
<li>The amount of interaction was appropriate.</li>
<li>The pace of the program was about right.</li>
<li>The accompanying documentation was helpful.</li>
</ol>
</div>
<div style="width:45%;float:right;">
<h2 id="FocusGroups">Focus groups</h2>
<p>Unlike a survey, a focus group can give you more specific information, at the expense of taking more time to both gather information and analyze it. You want to elicit as much information as possible, so you can take care of any issues or fix any problems which may prevent the audience from getting the most out of the product. The same items asked about in the survey format can be used, simply by re-wording them into open ended questions.</p>
<ol>
<li>How clear was the purpose of the program?<br />OR<br />What do you think was the purpose of the program?</li>
<li>How clear were the directions for using the program?</li>
<li>What was/were the main learning objective/s of the program?<br />OR<br />What do you think you were supposed to learn from this program?</li>
<li>What, if any, problems did you encounter as you used the program?</li>
<li>What did you think about the amount of information included in the program?</li>
</ol>
</div>
</div>
<h2 id="Archiving">Archiving</h2>
<p><img src="http://vfowler.com/wp-content/uploads/2009/06/safe-150x87.png" alt="safe" title="safe" width="150" height="87" class="alignright size-thumbnail wp-image-1238" />Archiving of all materials used in the development of the product, is vitally important for several reasons:
<ul>
<li>The product may require modification after release.</li>
<li>Sequels may require some of the same assets as the previous.</li>
<li>Many products need localized versions to be built.</li>
<li>Business or legal disagreements may arise, demanding a review of letters, memos and other documentation.</li>
<li>People&#8217;s memories are fallible to age, forgetfulness, alcohol, and team members may leave the company taking their part of the project with them.</li>
</ul>
<p>So, a list of what needs to be archived includes:
<ul>
<li>All concept documents, including drawings, sketches, node maps and meeting notes.</li>
<li>All meeting agendas and follow-up memos.</li>
<li>All correspondence to the client.</li>
<li>The proposal and bid.</li>
<li>Letter of intent and development agreement.</li>
<li>Initial and final version of the functional specification.</li>
<li>Copies of all expenditures, including  receipts, invoices etc&#8230;</li>
<li>Subcontracting agreements.</li>
<li>Copyright, licenses and permissions.</li>
<li>Copies of weekly status reports.</li>
<li>Video tapes, photo&#8217;s, audio tapes, etc&#8230;</li>
<li>All versions, Alpha, Beta etc&#8230;</li>
<li>Source codes and other computer related media.</li>
</ul>
<p><img src="http://vfowler.com/wp-content/uploads/2009/06/disaster-150x98.jpg" alt="disaster" title="disaster" width="150" height="98" class="alignright size-thumbnail wp-image-1229" />How important is the data? Possible risks to the data consist of hardware failure, software failure, file system corruption, accidental deletion, virus infection, theft, sabotage, and natural disaster. Disaster recovery refers to the process of restoring a system after a disaster, such as a hardware failure. A disaster recovery plan would entail not only securing completed products and assets, but also ensuring systems and business processes have contingencies in case of an emergency. See a list of <a target="_blank" href="http://www.drj.com/?task=view">sample plans, outlines and other plan writing resources</a> on the website of the <a target="_blank" href="http://www.drj.com">Disaster Recovery Journal</a>.</p>
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		<title>Flash Catalyst</title>
		<link>http://vfowler.com/2009/06/flash-catalyst/</link>
		<comments>http://vfowler.com/2009/06/flash-catalyst/#comments</comments>
		<pubDate>Sat, 06 Jun 2009 03:00:48 +0000</pubDate>
		<dc:creator>Vernon</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[CIM21]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[WWW]]></category>

		<guid isPermaLink="false">http://vfowler.com/?p=1201</guid>
		<description><![CDATA[Is it really possible to create interactive Flash applications without programming any code? Perhaps this may soon become reality, as just last Monday, Adobe launched the beta releases of Flash Catalyst™ and Adobe ® Flash ® Builder™ 4. Adobe ® &#8230; <a href="http://vfowler.com/2009/06/flash-catalyst/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Adc&amp;rfr_id=info%3Asid%2Focoins.info%3Agenerator&amp;rft.type=&amp;rft.format=text&amp;rft.title=Flash+Catalyst&amp;rft.source=vfowler+blog&amp;rft.date=2009-06-05&amp;rft.identifier=http%3A%2F%2Fvfowler.com%2F2009%2F06%2Fflash-catalyst%2F&amp;rft.language=English&amp;rft.subject=Technology&amp;rft.aulast=Fowler&amp;rft.aufirst=Vernon"></span><p>Is it really possible to create interactive Flash applications without programming any code? Perhaps this may soon become reality, as  just last Monday, Adobe launched the beta releases of Flash Catalyst™ and Adobe ® <a href="http://www.adobe.com/products/flash-builder-family.html">Flash ® Builder™ 4</a>.</p>
<blockquote><p>Adobe ® Flash ® Catalyst™ is a new professional interaction design tool for rapidly creating user interfaces without coding.</p></blockquote>
<div align="center"><embed src="http://tv.adobe.com/Embed.swf" quality="high" bgcolor="#000000" width="600" height="385" name="AdobeTVPlayer" play="true" loop="false" quality="high" allowScriptAccess="always" type="application/x-shockwave-flash" pluginspage="http://www.adobe.com/go/getflashplayer" flashVars="v=~b64~aHR0cDovL2Fkb2JlLmVkZ2Vib3NzLm5ldC9mbGFzaC9hZG9iZS9hZG9iZXR2Mi9lZGdlX3ZpZGVvcy8xMV9lZGdfMDA4LmZsdj9yc3NfZmVlZGlkPTE1MzImeG1sdmVycz0y&#038;w=600&#038;t=http://tv.adobe.com/vi+f1532v1001&#038;h=385"></embed></div>
<p>If you&#8217;re keen, go <a href="http://www.adobe.com/cfusion/tdrc/index.cfm?product=flash_catalyst" target="_blank">download the pre-release beta</a> and <a href="http://www.adobe.com/products/flashcatalyst.html" target="_blank">learn to use it through some video tutorials</a>. Otherwise, stay tuned for further updates on <a href="http://www.adobe.com/products/flashcatalyst.html">Flash Catalyst at Adobe Labs</a>.</p>
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		<title>Production</title>
		<link>http://vfowler.com/2009/06/production/</link>
		<comments>http://vfowler.com/2009/06/production/#comments</comments>
		<pubDate>Fri, 05 Jun 2009 03:00:50 +0000</pubDate>
		<dc:creator>Vernon</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[CIM21]]></category>
		<category><![CDATA[design]]></category>

		<guid isPermaLink="false">http://vfowler.com/?p=1173</guid>
		<description><![CDATA[At production stage, you should already have addressed issues of what media and software the project will be using. Now attention needs to be paid the areas of deliverables, managing changes and alterations, alpha and beta releases. When the production &#8230; <a href="http://vfowler.com/2009/06/production/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Adc&amp;rfr_id=info%3Asid%2Focoins.info%3Agenerator&amp;rft.type=&amp;rft.format=text&amp;rft.title=Production&amp;rft.source=vfowler+blog&amp;rft.date=2009-06-04&amp;rft.identifier=http%3A%2F%2Fvfowler.com%2F2009%2F06%2Fproduction%2F&amp;rft.language=English&amp;rft.subject=Technology&amp;rft.aulast=Fowler&amp;rft.aufirst=Vernon"></span><p>At production stage, you should already have addressed issues of what media and software the project will be using. Now attention needs to be paid the areas of deliverables, managing changes and alterations, alpha and beta releases.<br />
<img src="http://vfowler.com/wp-content/uploads/2009/06/cogs-turning-138x150.png" alt="set the wheels in motion" title="set the wheels in motion" width="138" height="150" class="alignright size-thumbnail wp-image-1179" /></p>
<blockquote><p>When the production phase begins. It consists of a methodical attack on a mountain of work. Artists create graphics and animations. Photographers shoot pictures and the director shoots video. Sound designers record audio, select or create sound effects and music, and then mix them. Programmer write software or use existing engines or authoring tools and combine the assets with the software in a process called integration. Then quality assurance testers step in at appropriate times to uncover and log bugs. Through it all, the producers, directors and writers continue to manage the process, supervise the creative efforts, and document the modifications, respectively.</p></blockquote>
<h2 id="deliverables">Deliverables</h2>
<p>In order to make a master copy, the team must create deliverables, which can be categorized as assets, programming, and pre-release versions.</p>
<table border=1 cellpadding=0 cellspacing=0>
<tr>
<th colspan=3> Production Phase Deliverables </th>
</tr>
<tr>
<th> Deliverable </th>
<th> Responsible party </th>
<th> Comments </th>
</tr>
<tr>
<td> Background art </td>
<td> Artists </td>
<td rowspan=3> Artists work from paper designs completed during the pre-production phase </td>
</tr>
<tr>
<td> Icons </td>
<td> Artists </td>
</tr>
<tr>
<td> Buttons </td>
<td> Artists </td>
</tr>
<tr>
<td> Graphics </td>
<td> Artists </td>
<td>&nbsp;</td>
</tr>
<tr>
<td> Screen text </td>
<td> Writers and Artists </td>
<td> Artist may create bitmaps </td>
</tr>
<tr>
<td> Photographs </td>
<td> Photographers and artist </td>
<td> Artist digitize photographs </td>
</tr>
<tr>
<td> Video </td>
<td> Videographers andÂ  artist </td>
<td> Artist may capture video </td>
</tr>
<tr>
<td> Voice-over </td>
<td> Sound designers </td>
<td>&nbsp;</td>
</tr>
<tr>
<td> Special purpose software </td>
<td> Programmers </td>
<td>&nbsp;</td>
</tr>
<tr>
<td> Database engines </td>
<td> Programmers </td>
<td>&nbsp;</td>
</tr>
<tr>
<td> Mpeg movies </td>
<td> Video designers </td>
<td>&nbsp;</td>
</tr>
<tr>
<td> Music </td>
<td> Sound designers </td>
<td>&nbsp;</td>
</tr>
<tr>
<td> Sound effects </td>
<td> Sound designers </td>
<td>&nbsp;</td>
</tr>
<tr>
<td> Authored nodes </td>
<td> Programmers </td>
<td>&nbsp;</td>
</tr>
<tr>
<td> Installation software </td>
<td> Programmers </td>
<td>&nbsp;</td>
</tr>
<tr>
<td> <a href="http://vfowler.com/archives/1173/">Alpha burns</a> </td>
<td> Programmers </td>
<td>&nbsp;</td>
</tr>
<tr>
<td> <a href="http://vfowler.com/archives/1173/">Beta Burns</a> </td>
<td> Programmers </td>
<td>&nbsp;</td>
</tr>
<tr>
<td> Bug reports </td>
<td> Quality assurance testers </td>
<td>&nbsp;</td>
</tr>
<tr>
<td> Readme files </td>
<td> Writers </td>
<td>&nbsp;</td>
</tr>
<tr>
<td> Package art </td>
<td> Writers and Artists </td>
<td>&nbsp;</td>
</tr>
<tr>
<td> Inserts and manual text </td>
<td> Writers and Artists </td>
<td>&nbsp;</td>
</tr>
</table>
<h2>Changes and alterations</h2>
<p>During production, many elements of the project will require alterations from the original spec. As a result, these changes must be tracked and documented in some way. Paper forms are limited to the amount of information provided by the user and their honesty, whereas software solutions require both the hardware investment and training for the users.</p>
<h2 id="AlphaAndBetaReleases">Alpha and Beta releases</h2>
<p>Usually when a project is 80% complete, an Alpha version is done to underscore what needs fixing, tweaking and finishing. After each Alpha release, testing and logging bugs, then fixing bugs and any assets takes place, maintaining the quality assurance cycle. A Beta version is released for testing and debugging at 100% completion.</p>
<h2>Master Copy</h2>
<blockquote><p>Mastering is the beginning of the replication process. The glass master is produced directly from the customer&#8217;s data files, which can be in the form of a CD-R, Exabyte Tape or ZIP file. A disk of polished glass coated with a photosensitive emulsion is burnt with a laser beam. After exposure, the master is developed and the data is saved as &#8220;pits&#8221; on the master.<br />
<img src="http://vfowler.com/wp-content/uploads/2009/06/cds-compact-discs-150x112.jpg" alt="CDs - compact discs" title="CDs - compact discs" width="150" height="112" class="alignright size-thumbnail wp-image-1181" /><br />
The next step in CD replication is where the master disc is electroplated with nickel which, when separated from the master, forms a negative known as the &#8216;Father&#8217;. The father can be used to replicate CDs for very small production runs, but for larger runs the father is plated to produce a &#8216;Mother&#8217;. A stamper is created to actually mould the pit structure onto each CD.</p></blockquote>
<p>Production is complete. Move on to post-production.</p>
]]></content:encoded>
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		<title>Pre-Production</title>
		<link>http://vfowler.com/2009/06/pre-production/</link>
		<comments>http://vfowler.com/2009/06/pre-production/#comments</comments>
		<pubDate>Fri, 05 Jun 2009 02:20:17 +0000</pubDate>
		<dc:creator>Vernon</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[CIM21]]></category>
		<category><![CDATA[design]]></category>

		<guid isPermaLink="false">http://vfowler.com/?p=1140</guid>
		<description><![CDATA[Brainstorming A brainstorming session is one of the best ways to answer the &#8220;what&#8221;, &#8220;why&#8221;, and &#8220;how&#8221; questions from the early stages of a project. To facilitate a successful brainstorming, we need: At this point we don&#8217;t know what will &#8230; <a href="http://vfowler.com/2009/06/pre-production/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Adc&amp;rfr_id=info%3Asid%2Focoins.info%3Agenerator&amp;rft.type=&amp;rft.format=text&amp;rft.title=Pre-Production&amp;rft.source=vfowler+blog&amp;rft.date=2009-06-04&amp;rft.identifier=http%3A%2F%2Fvfowler.com%2F2009%2F06%2Fpre-production%2F&amp;rft.language=English&amp;rft.subject=Technology&amp;rft.aulast=Fowler&amp;rft.aufirst=Vernon"></span><h2>Brainstorming</h2>
<p>A brainstorming session is one of the best ways to answer the &#8220;what&#8221;, &#8220;why&#8221;, and &#8220;how&#8221; questions from the early stages of a project. To facilitate a successful brainstorming, we need:</p>
<ul><a href="http://vfowler.com/wp-content/uploads/2009/06/brainstorm.jpg" title="brainstorm"><img src="http://vfowler.com/wp-content/uploads/2009/06/brainstorm-300x196.jpg" alt="brainstorm" width="300" height="196" class="alignleft size-medium wp-image-1143" /></a></p>
<li>At this point we don&#8217;t know what will work, so the more ideas generated, the better. Without criticism or judgement of any kind, pool together all ideas and welcome more until the allocated time is exhausted.</li>
<li>Write all ideas onto a whiteboard, so all in the group can see. Number them, so that afterwards the ideas can be discussed, and not the contributors. Numbering also serves as a score for your group&#8217;s creativity.</li>
<li>When selecting ideas, first combine them as much as possible. Then each group member votes by making a list of the numbers of the ideas s/he thinks are important or should be discussed further, up to 1/3 of the pool total. Count the votes and eliminate ideas with 2 or less votes. Then vote again, until only a few ideas remain. Discuss any that require further elaboration.</li>
</ul>
<h2>Drafting a proposal</h2>
<p><img src="http://vfowler.com/wp-content/uploads/2009/06/drafting-198x300.jpg" alt="drafting" title="drafting a proposal" width="198" height="300" class="alignright size-medium wp-image-1148" />After the storm, drafting a proposal is the next step. As a document derived from the brainstorming session, the proposal should include details of the date, project title, names of the members involved, and a brief description, and also ask and answer several questions:</p>
<ul>
<li>What do you want to accomplish by doing this project?</li>
<li>What should your audience be able to do, or what benefit is there for your audience?</li>
<li>Who is your audience?</li>
<li>What is the topic area you will be presenting/discussing?</li>
<li>What approach will you use?</li>
</ul>
<p>Not to be forgotten, the proposal should also suggest a premiere date. Each team member must be formally assigned to their role(s) so that everyone knows their responsibilities, accountability, and authority. Producer, director, writer, art director, and technical director, are just a few examples of roles required on a multimedia project.</p>
<h2>Journaling and project documentation</h2>
<p>Along the way, this process is vital to several areas of the project. They are:
<ul>
<li>For keeping track of activities and accomplishments</li>
<li>Faults and encountered problems</li>
<li>Technical writing (future instruction manual, etcetera&#8230;)</li>
<li>Expenditure</li>
<li>For press releases</li>
</ul>
<h2>Pre-Production</h2>
<p>On paper, the flow of the production, and sketches for how the production will look, need to be drawn up. Through this process we begin to identify the required resources. The process includes drafting flowcharts, storyboards, production schedules and production expenses.</p>
<h3 id="Flowcharts">Flowcharts</h3>
<p><a href="http://vfowler.com/wp-content/uploads/2009/06/flowchart_symbols.png" title="basic flowchart symbols"><img src="http://vfowler.com/wp-content/uploads/2009/06/flowchart_symbols-158x300.png" alt="basic flowchart symbols" title="basic flowchart symbols" width="158" height="300" class="alignleft size-medium wp-image-1154" /></a>A completed flowchart organizes the topics, strategies, treatments, and options into a plan from which we can work out the details of what each screen, page, frame, or shot will look like. It is a working map of the final product, i.e. it will probably change many times as the team works through all the details of the product. Good flowcharts begin and end with an oval, they show what comes next in the sequence, what your user will do (if anything) and what will happen when they&#8217;ve done that. Circle place markers can also be used to indicate the page you need to follow the path. From <a href="http://www.mcli.dist.maricopa.edu/authoring/studio/index.html" target="_blank">Studio 1151</a>, we have the <a href="http://www.mcli.dist.maricopa.edu/authoring/studio/guidebook/flow.html" target="_blank">5-point production flowchart checklist</a>:</p>
<blockquote><p>
__ All major elements of the project are indicated.<br />
__ The elements are clearly labeled.<br />
__ Sequence of elements is clear and there are no gaps or dead ends.<br />
__ Sequence of elements is logical from user&#8217;s point of view.<br />
__ Flowchart symbols are used correctly.
</p></blockquote>
<h3 style="clear:left;" id="Storyboards">Storyboards</h3>
<p>The purpose of storyboards is threefold. First, so that the development studio has <strong>a clear picture</strong> of what will be happening throughout the program and what it will look like. Second, as the storyboards detail everything from graphics, video, sound, text, user interaction, color, font faces, sizes, and etcetera, crew members involved in production need them to do their jobs. Third, they are useful for presenting the project to the client and getting feedback.</p>
<p>As for flowcharts above, <em>Studio 1151</em> has <a href="http://www.mcli.dist.maricopa.edu/authoring/studio/guidebook/sb.html" target="_blank">a storyboard template</a> and <a href="http://www.mcli.dist.maricopa.edu/authoring/studio/guidebook/storyboard.html" target="_blank">a checklist for storyboards</a>:<br />
<a href="http://vfowler.com/wp-content/uploads/2009/06/storyboard3.gif" title="A storyboard example."><img src="http://vfowler.com/wp-content/uploads/2009/06/storyboard3-150x116.gif" alt="storyboard example" width="150" height="116" class="alignright size-thumbnail wp-image-1159" /></a></p>
<blockquote><p>
__ There is a storyboard for each page, screen, or frame. <br />
__ Each storyboard is numbered.  <br />
__ All relevant details (color, graphics 2D &#038; 3D, video, sound, font, interactivity, visuals, etc. are indicated).  <br />
__ All text or narration is included and cross referenced with its corresponding storyboard number. <br />
__ Each production team member has a copy or easy access to a copy of the storyboards.
</p></blockquote>
<p><a href="http://vfowler.com/wp-content/uploads/2009/06/flowchart-storyboard1.png" title="from flowchart to storyboard"><img src="http://vfowler.com/wp-content/uploads/2009/06/flowchart-storyboard1-300x218.png" alt="from flowchart to storyboard" width="300" height="218" class="alignright size-medium wp-image-1275" /></a>The job of creating storyboards is usually done by the project manager in co-operation with the designer and an information architect. To create each page of the storyboard, these people need to know what elements are included (from the functional specification), and how the page fits into that architecture and navigation. It&#8217;s a good idea to number the screens and group related screens together, corresponding with the node map / flowchart.</p>
<p>Later this year Adobe are planning to release (on <a href="http://labs.adobe.com/" target="_blank">Adobe Labs</a> at least) a product called <a href="http://labs.adobe.com/technologies/story/" target="_blank">Story</a>, a collaborative scriptwriting tool for film, broadcast, and rich media. Definitely worth a look into as a part of the pre-production workflow.</p>
<h3 id="Schedules">Schedules</h3>
<p>In order to meet the deadline and stay within budget, every project needs a schedule. The production schedule helps keep the project on track, no matter what happens. The <abbr title="Project Evaluation and Review Technique">PERT</abbr> and the Gantt charts are both used in many cases.</p>
<div style="width:48%;float:left;"><abbr title="Project Evaluation and Review Technique">PERT</abbr><a href="http://vfowler.com/wp-content/uploads/2009/06/pert_chart.gif" title="PERT schedule chart"><img src="http://vfowler.com/wp-content/uploads/2009/06/pert_chart-150x99.gif" alt="PERT schedule chart" width="150" height="99" class="aligncenter size-thumbnail wp-image-1166" /></a>A sort of flowchart of all activities or tasks in the production phase of the project. Completion times and names of people assigned are attached to each task.</div>
<div style="width:48%;float:right;">Gantt<a href="http://vfowler.com/wp-content/uploads/2009/06/gantt_chart.gif" title="Gantt schedule chart"><img src="http://vfowler.com/wp-content/uploads/2009/06/gantt_chart-150x108.gif" alt="Gantt schedule chart" width="150" height="108" class="aligncenter size-thumbnail wp-image-1167" /></a>A timeline chart clearly showing when each task begins, the time to complete them, and simultaneous tasks. Multiple levels of Gantt charts are used to show the whole production phase, two or three weeks worth of activities, and current week&#8217;s tasks.</div>
<div style="clear:both;">There are many steps involved in developing the charts.</p>
<ol>
<li>Use whiteboards, flip-chart sheets or other large space.</li>
<li>List all activities involved in the production, post-production, and premiere phases of the project.</li>
<li>Put them into sequential order.</li>
<li>Draw the <abbr title="Project Evaluation and Review Technique">PERT</abbr> chart. Adjust the tasks as needed, once you see the sequence laid out.</li>
<li>Estimate the time it will take to complete each task, and label the chart accordingly.</li>
<li>Readjust the sequence of tasks as necessary.</li>
<li>Determine who is responsible for each task, and again label the chart accordingly.</li>
<li>Readjust the sequence of tasks, until all team members agree to its accuracy.</li>
<li>Redraw the <abbr title="Project Evaluation and Review Technique">PERT</abbr> chart either
<ul>
<li>on a bigger sheet of paper so that it can be posted during meetings</li>
<li>and make copies for each team member</li>
</ul>
</li>
<li>Using the times on your list and the sequence in the <abbr title="Project Evaluation and Review Technique">PERT</abbr> chart, you can draw the Gantt chart.</li>
<li>Start with an overview of the whole project, then monthly and weekly timelines.</li>
<li>Using Sunday to Saturday labels for each week across the top of the chart.</li>
<li>Label the left side with all of the tasks (which can be consolidated under headings for an overview).</li>
<li>For each task, draw horizontal bars from the start date to the estimated completion.</li>
<li>When all team members agree to its accuracy, redraw it either
<ul>
<li>on a bigger sheet of paper so that it can be posted during meetings</li>
<li>and make copies for each team member</li>
</ul>
</li>
<li>Following the same procedure, draw a Gantt chart for the first week&#8217;s activity, putting each day across the top and each task along the left side.</li>
<li>Label each bar with the name(s) of the team member(s) responsible for that task.</li>
<li>Save the chart and make copies for all team members.</li>
<li>Repeat the process for each week.</li>
</ol>
</div>
<h3 id="Expenses">Expenses</h3>
<p><img src="http://vfowler.com/wp-content/uploads/2009/06/cash-wad-300x225.jpg" alt="cash wad" title="cash wad" width="300" height="225" class="alignleft size-medium wp-image-1175" style="margin-bottom:1em;" />In the pre-production phase of the project, the client requires a budget estimate, in terms of hours and dollars, to be submitted. To create a budget, a list of costs for the various production functions is needed. Some obsolescent figures of hourly rates for roles are: accountant $20, actor $15, artist $30, cameraperson $30, computer expert $30, director $65, historian $30, musician $15, narrator $10, planner $30, producer $65, product editor $100, recording expert $30, site coordinator $20, text editor $20, and writer $30.</p>
<p>Apart from personnel costs, financial considerations and research will need to be made into other costs involved, as they may exceed expectations. Some other costs involved in production of multimedia projects include copyright fees, studio facilities, equipment rental, and other consultants.</p>
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		<title>Games Design 101</title>
		<link>http://vfowler.com/2009/06/games-design-101/</link>
		<comments>http://vfowler.com/2009/06/games-design-101/#comments</comments>
		<pubDate>Tue, 02 Jun 2009 14:28:21 +0000</pubDate>
		<dc:creator>Vernon</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[CIM21]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[game]]></category>

		<guid isPermaLink="false">http://vfowler.com/?p=1084</guid>
		<description><![CDATA[From being developed by nerds in their bedrooms, to major commercial productions worked on by teams of people for years, computer games continue to grow in complexity. Meanwhile, development roles have become more defined, and clearly marked areas of specialist &#8230; <a href="http://vfowler.com/2009/06/games-design-101/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Adc&amp;rfr_id=info%3Asid%2Focoins.info%3Agenerator&amp;rft.type=&amp;rft.format=text&amp;rft.title=Games+Design+101&amp;rft.source=vfowler+blog&amp;rft.date=2009-06-02&amp;rft.identifier=http%3A%2F%2Fvfowler.com%2F2009%2F06%2Fgames-design-101%2F&amp;rft.language=English&amp;rft.subject=Technology&amp;rft.aulast=Fowler&amp;rft.aufirst=Vernon"></span><p>From being developed by nerds in their bedrooms, to major commercial productions worked on by teams of people for years, computer games continue to grow in complexity. Meanwhile, development roles have become more defined, and clearly marked areas of specialist knowledge and skills have evolved.</p>
<blockquote><p>Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational or psychological role.</p></blockquote>
<p>Wikipedia, The Free Encyclopedia.</p>
<p>Whilst games come in many shapes and forms, they generally fall into a few categories.
<dl>
<dt>Educational
<dd>Games designed to encourage learning, disseminate information, and be entertaining and enjoyable to the user.</p>
<dt>Entertainment
<dd>Games are to quench our thirst for fun. They also can serve our sub/conscious needs for : dominance, superiority, competition, challenge, learning, applying knowledge, skill development, self esteem, collaboration, teamwork, destruction, and building; all in a benign, risk-free environment.</p>
<dt>Informative
<dd>Games mainly used by business to illustrate a product or service, such as those small games used in museums, kiosks and at trade shows.</p>
<dt>Instructional
<dd>Simulators were originally designed as training aids for astronauts, to keep their reflexes and skills in check. Instructional games generally have a theme related to the main subject matter, and can be as simple as making the right or wrong choices, or include scenarios of <em>What if &#8230;?</em>
</dl>
<p>Elements of game play need to be considered when designing a game. For example, how players will be rewarded and achieve success. Winning over an opponent, meeting a challenge, solving a problem, heightening a fantasy, learning a skill, and forming a social unit, are just some examples of strategies that can be used to enhance game play.</p>
<p>People play games for fun, derived from the rewards of being successful at playing it. Many subliminal reasons also exist, such as proving oneself, fantasy and exploration, social lubrication, and the need for acknowledgement.</p>
<h2>Hooking players</h2>
<p>Designers need to bear in mind several guidelines when developing the game idea. Keeping a player hooked on the game is common strategy to retain interest.</p>
<dl>
<dt>Rules and play features</p>
<dd>Rules depend on the game genre, design considerations, and the target market. Aim to have minimal rules but enough to prevent players overstepping the game boundaries.</p>
<dt>Difficulty levels &#8211; novice &#8211; average &#8211; expert</p>
<dd>Having varying difficulty levels increases the chances of retaining user interest.</p>
<dt>Rewards and goals</p>
<dd>Using rewards in the shape of increasing score, added life bonuses and tools, and etcetera, assist in retaining players&#8217; interest.</p>
<dt>Continuity of a story or theme</p>
<dd>Consistency of theme as well as enhancement from one level to the next is very important.</p>
<dt>A story (beginning to end) &#8211; see <a href="http://archive.gamedev.net/archive/reference/listc2bf.html?categoryid=63" target="_blank">how to have a strong story and writing that fits</a>.</p>
<dd>Having a well crafted story gradually unravel as each level is completed, is also a proven incentive.
</dl>
<p><a href='http://vfowler.com/wp-content/uploads/2009/06/23-kalis-passage.mp3'>Kali&#8217;s Passage &#8211; a song from Colin O&#8217;Malley&#8217;s soundtrack for the Tomb Raider Underworld game.</a></p>
<h2>Elements of game</h2>
<p><img src="http://vfowler.com/wp-content/uploads/2009/06/lara_croft.png" alt="Lara Croft, star character of Tomb Raider" title="Lara Croft, star character of Tomb Raider" width="250" height="600" class="alignleft size-full wp-image-1128" style="margin-bottom:3em;" />Most computer games have 5 basic elements: graphics, sounds, interface, game play, and story. Graphics create first impressions, <a href="http://archive.gamedev.net/archive/reference/list9346.html?categoryid=34" target="_blank">sound</a> should <em>wow</em> players, but if the game lacks a properly designed interface then the user becomes a passive spectator. Game play forms a bridge between the player(s) and the fun &#8211; the interactions. Skills in critical writing as well as knowledge of story boarding help immensely in the development of story writing for games.</p>
<h2>Features in a game</h2>
<p>Goals, as in soccer, points for figure skating, and other schemes of award exist to achieve success in the games. Predominantly found in fictional games, objectives such as defeating an enemy, discovering a secret, and completing a project, usually mean a challenge to be overcome. Both goals and objectives give purpose to the exercise, a reason to play.</p>
<p>For recognition of a player&#8217;s completion of a challenge, a reward is expected. Hearing a musical rift, seeing an improved numerical score, adding a bonus tool/life/weapon, are just a few forms of reward.</p>
<p>Games are normally played either on a stage or in a virtual environment. Designers can create virtual worlds that adhere to many real world principles of nature and laws of physics, or a fictional stage like that used for platform games, space games, role playing games and the like.</p>
<h2>Genre</h2>
<p>Simulations usually refer to controlling a vehicle with as realistic as possible a match in behaviours and capabilities. Flight simulators, driving games, and militaristic games all fit this genre. Successful simulator titles are often rendered in 3D, played in real-time, and require players to apply new skills to meet increasing difficulty levels.</p>
<p><em><a href="http://us.battle.net/wow/en/" target="_blank">World of Warcraft</a></em> is an example of a Role Playing Game (RPG), where the player assumes the role of a character then carries out a mission to be achieved. This genre is usually based in fantasy worlds, but some take the scenario of past events in history, like World War II.</p>
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<lh>References</lh></p>
<dt>Game. (2009, May 20). In Wikipedia, The Free Encyclopedia.</p>
<dd>Retrieved 02:52, May 20, 2009, from <a href="http://en.wikipedia.org/w/index.php?title=Game&#038;oldid=291094462">http://en.wikipedia.org/w/index.php?title=Game&#038;oldid=291094462</a></p>
<dt>World of Warcraft. (2009, May 31). In Wikipedia, The Free Encyclopedia.</p>
<dd>Retrieved 09:39, May 31, 2009, from <a href="http://en.wikipedia.org/w/index.php?title=World_of_Warcraft&#038;oldid=293485293">http://en.wikipedia.org/w/index.php?title=World_of_Warcraft&#038;oldid=293485293</a></p>
<dt>Lara Croft. (2009, June 1). In Wikipedia, The Free Encyclopedia.</p>
<dd>Retrieved 19:19, June 1, 2009, from <a href="http://en.wikipedia.org/w/index.php?title=Lara_Croft&#038;oldid=293776896">http://en.wikipedia.org/w/index.php?title=Lara_Croft&#038;oldid=293776896</a>
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