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Gameplay design leads Andrew "revelation" Wise Richard "Swelt" Jacques Adam "ix" Sibson Programming – CPMA lead Kevin "arQon" Blenkinsopp Programming – CPM Jens "Khaile" Bergensten Bartlomiej "HighlandeR" Rychtarski Andrew "D!ABLO" Ryder Art / modeling lead

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47-714: CPMA may refer to: Certified Professional Management Accountant (CPMA) certification from the Indonesian Institute of Management Accountants (Ikatan Akuntan Manajemen Indonesia) Challenge ProMode Arena , a modification for the Quake III: Arena PC video game Consumer Protection and Markets Authority (United Kingdom) , a proposed UK regulatory body Certified Medical Auditing though AAPC Certified Project Management Analyst (CPMA) certification from IQN Certified Project Management Associate Topics referred to by

94-559: A computer terminal. The software collected (or "pools") the ideas into a list, which could be displayed on a central projection screen (anonymized if desired). Other elements of these EMSs could support additional activities such as categorization of ideas, elimination of duplicates, assessment and discussion of prioritized or controversial ideas. Later EMSs capitalized on advances in computer networking and internet protocols to support asynchronous brainstorming sessions over extended periods of time and in multiple locations. Introduced along with

141-489: A meta-analysis comparing EBS to face-to-face brainstorming conducted by DeRosa and colleagues, EBS has been found to enhance both the production of non-redundant ideas and the quality of ideas produced. Despite the advantages demonstrated by EBS groups, EBS group members reported less satisfaction with the brainstorming process compared to face-to-face brainstorming group members. Some web-based brainstorming techniques allow contributors to post their comments anonymously through

188-435: A multi-perspective point of view, participants seemingly see the simple solutions that collectively create greater growth. Action is assigned individually. Following a guided brainstorming session participants emerge with ideas ranked for further brainstorming, research and questions remaining unanswered and a prioritized, assigned, actionable list that leaves everyone with a clear understanding of what needs to happen next and

235-428: A particular subject under the constraints of perspective and time. This type of brainstorming removes all cause for conflict and constrains conversations while stimulating critical and creative thinking in an engaging, balanced environment. Participants are asked to adopt different mindsets for pre-defined period of time while contributing their ideas to a central mind map drawn by a pre-appointed scribe. Having examined

282-407: A point. After each point is scored players and the arena are reset and a new point is played; players switch spawn-points, so the player who had the "weak" spawn for the previous point now has the "strong" one, effecting a change of serve. All in-game behaviour (i.e. weapons, physics, etc.) remains the same as in the standard deathmatch. Referencing the video game Team Fortress , Not Team Fortress

329-417: A solution and apply no analytical judgment as to the feasibility. The judgments are reserved for a later date. Participants are asked to write their ideas anonymously. Then the facilitator collects the ideas and the group votes on each idea. The vote can be as simple as a show of hands in favor of a given idea. This process is called distillation. After distillation, the top-ranked ideas may be sent back to

376-624: A specific question; he held that sessions addressing multiple questions were inefficient. Further, the problem must require the generation of ideas rather than judgment; he uses examples such as generating possible names for a product as proper brainstorming material, whereas analytical judgments such as whether or not to marry do not have any need for brainstorming. Osborn envisioned groups of around 12 participants, including both experts and novices. Participants are encouraged to provide wild and unexpected answers. Ideas receive no criticism or discussion. The group simply provide ideas that might lead to

423-582: A statistically significant level for most measures. The results demonstrated that participants were willing to work far longer to achieve unique results in the expectation of compensation.   A good deal of research refutes Osborn's claim that group brainstorming could generate more ideas than individuals working alone. For example, in a review of 22 studies of group brainstorming, Michael Diehl and Wolfgang Stroebe found that, overwhelmingly, groups brainstorming together produce fewer ideas than individuals working separately. Several factors can contribute to

470-450: Is a creativity technique in which a group of people interact to suggest ideas spontaneously in response to a prompt. Stress is typically placed on the volume and variety of ideas, including ideas that may seem outlandish or "off-the-wall". Ideas are noted down during the activity, but not assessed or critiqued until later. The absence of criticism and assessment is intended to avoid inhibiting participants in their idea production. The term

517-569: Is a class-based form of Capture the Flag introduced in April 2004. Players spawn with no armour and weapons determined by their class with health and armour regenerating during play. By default, there are four classes—Fighter, Scout, Sniper and Tank which can all be customised by the server administrator. arQmode is a test mode which in 2003 became the official ruleset of Challenge ProMode , also known as PM2 (PMC or Promode Classic being PM1). The main aim of mode

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564-554: Is a fast paced blend of Capture the Flag, Rocket Arena , and Counter-Strike . Teams take turns being Offence or Defence and battle until one team is dead, or the Offence team captures the flag." Each player respawns with weaponry, health and armor. The mod features three different promode gameplays—Challenge ProMode II (CPM/PM2), ProMode Classic (PMC/PM1), and Challenge Quake3 (CQ3), as well as vanilla (i.e. standard) Quake 3 (VQ3) physics and ruleset. Brainstorming Brainstorming

611-458: Is a form of tournament introduced in November 2003 which is loosely based on the rules of tennis . During the warm-up, each player chooses a spawn-point or they are randomly generated if none are chosen. One player typically has a "stronger" spawn and the other a "weaker" one. When the game begins the player with the stronger spawn is considered to have the "serve" and each player death is treated as

658-498: Is another term for this mode of inquiry. Groups can improve the effectiveness and quality of their brainstorming sessions in a number of ways. If brainstorming does not work for a group, some alternatives are available: Although the brainstorming can take place online through commonly available technologies such as email or interactive web sites, there have also been many efforts to develop customized computer software that can either replace or enhance one or more manual elements of

705-406: Is designed so that all attendees participate and no ideas are rejected. The process begins with a well-defined topic. Each participant brainstorms individually, then all the ideas are merged onto one large idea map. During this consolidation phase, participants may discover a common understanding of the issues as they share the meanings behind their ideas. During this sharing, new ideas may arise by

752-510: Is different from Wikidata All article disambiguation pages All disambiguation pages Challenge ProMode Arena Challenge ProMode Arena ( CPMA , formerly Challenge ProMode [ CPM ], unofficially Promode ) is a freeware modification for id Software 's first-person shooter computer game Quake III Arena ( Q3A ). CPMA includes modified gameplays that feature air-control, rebalanced weapons, instant weapon switching and additional jumping techniques. It also supports

799-732: Is displayed on each group member's computer. As group members simultaneously type their comments on separate computers, those comments are anonymously pooled and made available to all group members for evaluation and further elaboration. Compared to face-to-face brainstorming, not only does EBS enhanced efficiency by eliminating travelling and turn-taking during group discussions, it also excluded several psychological constraints associated with face-to-face meetings. Identified by Gallupe and colleagues, both production blocking (reduced idea generation due to turn-taking and forgetting ideas in face-to-face brainstorming) and evaluation apprehension (a general concern experienced by individuals for how others in

846-413: Is likely that the group will have extensively elaborated on each idea. The group may also create an "idea book" and post a distribution list or routing slip to the front of the book. On the first page is a description of the problem. The first person to receive the book lists his or her ideas and then routes the book to the next person on the distribution list. The second person can log new ideas or add to

893-589: Is that the problem should be simple and narrowed down to a single target. Here, brainstorming is not believed to be effective in complex problems because of a change in opinion over the desirability of restructuring such problems. While the process can address the problems in such a situation, tackling all of them may not be feasible. Osborn said that two principles contribute to "ideative efficacy": Following these two principles were his four general rules of brainstorming, established with intention to: These four rules were: Osborn said brainstorming should address

940-420: Is to decrease the damage and knock-back of high-damage hit-scan weapons to reward use of predictive weapons as well as reduce the randomness in the spawn system. arQmode is now used to mean the development mode used to test new changes at the beta stage. Clan Arena is a team-play mode similar to Rocket Arena in which every player spawns with weaponry, health and armor and only respawns after one side has won

987-498: Is trained in this process before attempting to facilitate this technique. The group should be primed and encouraged to embrace the process. Like all team efforts, it may take a few practice sessions to train the team in the method before tackling the important ideas. Each person in a circular group writes down one idea, and then passes the piece of paper to the next person, who adds some thoughts. This continues until everybody gets his or her original piece of paper back. By this time, it

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1034-540: Is used in Electronic Sports World Cup , and has its own competitions and leagues. Promode physics have been implemented in other Q3A notable modifications— DeFRaG ( DF ) and Orange Smoothie Productions ( OSP ). Quake Live introduced Promode Quake Live ( PQL ) physics and ruleset which is similar to CPMA . The Challenge ProMode project was created by Richard "Hoony" Sandlant in May 1999, following

1081-420: The ideation process intentionally. In directed brainstorming, each participant is given one sheet of paper (or electronic form) and told the brainstorming question. They are asked to produce one response and stop, then all of the papers (or forms) are randomly swapped among the participants. The participants are asked to look at the idea they received and to create a new idea that improves on that idea based on

1128-426: The questions , rather than trying to come up with immediate answers and short-term solutions. Theoretically, this technique should not inhibit participation as there is no need to provide solutions. The answers to the questions form the framework for constructing future action plans. Once the list of questions is set, it may be necessary to prioritize them to reach to the best solution in an orderly way. "Questorming"

1175-473: The Condition II, participants were awarded points for every unique idea of their own, and subjects were paid for the points that they earned. In Condition III, subjects were paid based on the impact that their idea had on the group; this was measured by counting the number of group ideas derived from the specific subject's ideas. Condition III outperformed Condition II, and Condition II outperformed Condition I at

1222-505: The EMS by Nunamaker and colleagues at University of Arizona was electronic brainstorming (EBS). By utilizing customized computer software for groups ( group decision support systems or groupware ), EBS can replace face-to-face brainstorming. An example of groupware is the GroupSystems , a software developed by University of Arizona. After an idea discussion has been posted on GroupSystems , it

1269-543: The ability to visualize the combined future focus and greater goals of the group nicely. Individual brainstorming is the use of brainstorming in solitary situations. It typically includes such techniques as free writing , free speaking, word association, and drawing a mind map , which is a visual note taking technique in which people diagram their thoughts. Individual brainstorming is a useful method in creative writing and has been shown to be superior to traditional group brainstorming. This process involves brainstorming

1316-457: The association, and they are added to the map as well. Once all the ideas are captured, the group can prioritize and/or take action. Directed brainstorming is a variation of electronic brainstorming (described below). It can be done manually or with computers. Directed brainstorming works when the solution space (that is, the set of criteria for evaluating a good idea) is known prior to the session. If known, those criteria can be used to constrain

1363-505: The brainstorming process. Early efforts, such as GroupSystems at University of Arizona or Software Aided Meeting Management (SAMM) system at the University of Minnesota, took advantage of then-new computer networking technology, which was installed in rooms dedicated to computer supported meetings. When using these electronic meeting systems (EMS, as they came to be called), group members simultaneously and independently entered ideas into

1410-415: The challenges faced by traditional brainstorming methods. For example, ideas might be "pooled" automatically, so that individuals do not need to wait to take a turn, as in verbal brainstorming. Some software programs show all ideas as they are generated (via chat room or e-mail). The display of ideas may cognitively stimulate brainstormers, as their attention is kept on the flow of ideas being generated without

1457-570: The design team began their work the CPM team asked the community to brainstorm a list of possible changes. The designers used these suggestions in a process of tweaking and testing to develop the Challenge ProMode gameplay. Two public beta versions were then released for feedback and input from the community. On August 28, 2000, the final version, 1.0, was released which was followed in December 2000 by

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1504-407: The fact that it can flood people with too many ideas at one time that they have to attend to, and people may also compare their performance to others by analyzing how many ideas each individual produces (social matching). Some research indicates that incentives can augment creative processes. Participants were divided into three conditions. In Condition I, a flat fee was paid to all participants. In

1551-646: The fact that paying attention to others' ideas leads to non-redundancy, as brainstormers try to avoid to replicate or repeat another participant's comment or idea. Conversely, the production gain associated with EBS was less found in situations where EBS group members focused too much on generating ideas that they ignored ideas expressed by others. The production gain associated with GroupSystem users' attentiveness to ideas expressed by others has been documented by Dugosh and colleagues. EBS group members who were instructed to attend to ideas generated by others outperformed those who were not in terms of creativity. According to

1598-402: The group or to subgroups for further brainstorming. For example, one group may work on the color required in a product. Another group may work on the size, and so forth. Each group will come back to the whole group for ranking the listed ideas. Sometimes ideas that were previously dropped may be brought forward again once the group has re-evaluated the ideas. It is important that the facilitator

1645-409: The ideas of the previous person. This continues until the distribution list is exhausted. A follow-up "read out" meeting is then held to discuss the ideas logged in the book. This technique takes longer, but it allows individuals time to think deeply about the problem. This method of brainstorming works by the method of association . It may improve collaboration and increase the quantity of ideas, and

1692-413: The initial criteria. The forms are then swapped again and respondents are asked to improve upon the ideas, and the process is repeated for three or more rounds. In the laboratory, directed brainstorming has been found to almost triple the productivity of groups over electronic brainstorming. A guided brainstorming session is time set aside to brainstorm either individually or as a collective group about

1739-406: The potential distraction of social cues such as facial expressions and verbal language. EBS techniques have been shown to produce more ideas and help individuals focus their attention on the ideas of others better than a brainwriting technique (participants write individual written notes in silence and then subsequently communicate them with the group). The production of more ideas has been linked to

1786-521: The presence are evaluating them) are reduced in EBS. These positive psychological effects increase with group size. A perceived advantage of EBS is that all ideas can be archived electronically in their original form, and then retrieved later for further thought and discussion. EBS also enables much larger groups to brainstorm on a topic than would normally be productive in a traditional brainstorming session. Computer supported brainstorming may overcome some of

1833-471: The project changing its name to Challenge ProMode Arena to reflected the added multi-arena capability as Kevin "arQon" Blenkinsopp became the lead programmer. Among typical Quake III Arena modes — Free for All (FFA), Team Deathmatch (TDM), Tournament (DM\1v1), Capture the Flag (CTF)— CPMA features new game modes: HoonyMode (HM), Not Team Fortress (NTF), arQmode (APM), Clan Arena (CA), Freeze Tag (FTAG/FT), and Capture Strike (CTFS/CS). HoonyMode

1880-406: The quality and quantity of ideas produced by employees. He first termed the process as organized ideation , but participants later came up with the term "brainstorm sessions", taking the concept after the use of "the brain to storm a problem". During the period when Osborn made his concept, he started writing on creative thinking, and the first notable book where he mentioned the term brainstorming

1927-539: The release of Q3Test , the beta version of Quake III Arena . Its goals were to make a more exciting and challenging game in the hope that this would help advance Q3A as a professional sport . John Carmack , lead programmer of Q3A , suggested a more challenging version of the game might be better for professional gamers: If there were a small set of professional rules that I agree with in theory but have chosen not to pursue because they conflict with more common play, then an official "pro mode" might make sense. Before

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1974-458: The round by killing the opposition. The aim of Freeze Tag is to freeze the entire enemy team. Players are frozen instead of killed and teammates can rescue them by standing next to the icy body for three seconds. This frees the player to join the battle once more. Capture Strike is a CTF–variant similar to the Threewave CTF mod. According to the official Threewave CTF manual "Capture Strike

2021-405: The same term [REDACTED] This disambiguation page lists articles associated with the title CPMA . If an internal link led you here, you may wish to change the link to point directly to the intended article. Retrieved from " https://en.wikipedia.org/w/index.php?title=CPMA&oldid=1147557109 " Category : Disambiguation pages Hidden categories: Short description

2068-565: The unmodified vanilla Quake III (VQ3) physics, multi-view GameTV and demos, enhanced bots artificial intelligence , new maps, highly customisable HUD and many other features. Challenge ProMode Arena has become the standard competitive mod for Q3A since the Cyberathlete Professional League announced CPMA as its competition mod of choice. The mod has its own division in Cyberathlete Amateur League ,

2115-408: The use of avatars. This technique also allows users to log on over an extended time period, typically one or two weeks, to allow participants some "soak time" before posting their ideas and feedback. This technique has been used particularly in the field of new product development, but can be applied in any number of areas requiring collection and evaluation of ideas. Some limitations of EBS include

2162-419: Was How to Think Up (1942). Osborn outlined his method in the subsequent book Your Creative Power (1948), in chapter 33, "How to Organize a Squad to Create Ideas". One of Osborn's key recommendations was for all the members of the brainstorming group to be provided with a clear statement of the problem to be addressed prior to the actual brainstorming session. He also explained that the guiding principle

2209-422: Was popularized by advertising executive Alex Faickney Osborn in the classic work Applied Imagination (1953). In 1939, advertising executive Alex F. Osborn began developing methods for creative problem-solving . He was frustrated by employees' inability to develop creative ideas individually for ad campaigns. In response, he began hosting group-thinking sessions and discovered a significant improvement in

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