DEFINITION GAMIFICATION

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http://www.gamesbrief.com/2011/01/what-is-a-social-game/

What is a social game? - Games Brief

Social games were the flavour of 2010 and look likely to continue to be the flavour of 2011. But what exactly is a social game, and why is it so special?. My definition of a social game is a game that has a very gentle learning curve, easy-to-understand UI, and lives on a social network, taking advantage of your friendships in meaningful ways within the game. We’re at the beginning of this style of game, and we’re learning so much at a breakneck pace about the play patterns and desires of the largest gaming segment any game designers have addressed, and it’s very exciting. These games are predominantly free-to-play and employ microtransactions as a business model, which presents very interesting challenges for game designers. John Romero is the Chief Creative Officer of Loot Drop and father of Doom.

Comprendre le rôle de la difficulté dans les jeux vidéo « InternetActu.net

http://www.internetactu.net/2011/05/20/comprendre-le-role-de-la-difficulte-dans-les-jeux-video/ Par Hubert Guillaud le 20/05/11 | 6 commentaires | 2,126 lectures | Impression A l’occasion des Masterclass internationales du Transmédia qui se tenaient à Marseille la semaine dernière, Stéphane Natkin, directeur de l’ Ecole nationale du jeu et des médias interactifs numériques et professeur au Conservatoire national des arts et métiers , est revenu sur plusieurs projets d’étudiants de l’école qui ont pour cadre le laboratoire Cedric ( Centre d’étude et de recherche en informatique et communications ). Notamment, il est revenu un long moment sur la thèse de Guillaume Levieux : Mesure de la difficulté dans les jeux vidéo ( voir également sa présentation ).
http://www.gamasutra.com/view/feature/4294/persuasive_games_shell_games.php [Just what will the achievementization of the world mean? Author and game designer Ian Bogost ponders Jesse Schell's DICE talk and blends his interpretation with research. Will it work... and, more importantly, is it good?] In a widely disseminated talk at DICE last month, Carnegie Mellon University Entertainment Technology Center professor Jesse Schell made a provocation: can game-like external rewards make people lead better lives? To answer the question, Schell explored hypothetical scenarios that might combine awards of Xbox Achievements-like scrip with emerging sensor networks that would track our everyday behaviors.

Features - Persuasive Games: Shell Games

The Seven Deadly Sins Draws On The Dark Arts Conversations with game designers and gamification experts over the past month highlight how important design should appeal to the human spirit. Intrigue, reward, status, community, and challenge drive 5 key areas of engagement . However, some of the masters of gamfication have revealed some dark arts that touch on connecting with human psychology to engage (see Figure 1).

Best Practices: Applying The Seven Deadly Sins To Successful Gamification « A Software Insider's Point of View

http://blog.softwareinsider.org/2011/02/23/best-practices-applying-the-seven-deadly-sins-to-successful-gamification/
http://www.amazon.co.uk/Reality-Broken-Games-Better-Change/dp/0224089250

Reality is Broken: Why Games Make Us Better and How They Can Change the World: Amazon.co.uk: Jane McGonigal: Books

'If the world of gaming seems alien to you, this book will crack it wide open. For experienced gamers, it will likely inspire you to play - or even invent - better more meaningful games. Despite her expertise, McGonigal's book is never overly technical, and as with a good computer game, anyone, regardless of gaming experience, is likely to get sucked in.' --New Scientist `An intriguing and thought-provoking book.
http://venturebeat.com/2011/01/20/game-guru-jane-mcgonigal-says-gamification-should-be-hard-not-easy/

Game guru Jane McGonigal says “gamification” should make tasks hard, not easy | VentureBeat

Gamification, or making a non-game application more engaging by making it game-like, should not make tasks easy for the people undertaking them. It should make them harder, says Jane McGonigal, game research director of the Institute for Future and author of a new book on gamification, “Reality is Broken: Why games make us better and how they can change the world” . McGonigal says Web site owners — including those of major corporations — should make tasks challenging, so that the sense of achievement upon completing them is greater. The assertion is related to McGonigal’s definition of a game, which she talked about at the Gamification Summit today in San Francisco. She said that “games are unnecessary obstacles that we volunteer to tackle.” When people play games, they are trying to achieve a feeling of “eustress,” a kind of positive stress that motivates us to perform our best, she said.
Par Rémi Sussan le 30/03/10 | 13 commentaires | 3,293 lectures | Impression Agon, le conflit : c’est l’une des quatre catégories employées par l’écrivain Roger Caillois (en compagnie de Alea, le hasard ; Mimicry, le faire semblant ; Ilinx, le vertige) dans sa classification des jeux pour spécifier leur nature. http://www.internetactu.net/2010/03/30/soyons-serieux-jouons-55-le-jeu-est-larme-de-la-subversion/

Soyons sérieux, jouons! (5/5) : Le jeu est l’arme de la subversion « InternetActu.net

Par Hubert Guillaud le 16/02/11 | 5 commentaires | 3,214 lectures | Impression La gamification ( Wikipédia , que certains traduisent par “ludification”), c’est l’idée que les règles et techniques de jeux peuvent être transférées dans d’autres domaines, rappelle Nicolas Nova, l’un des organisateurs de la conférence Lift qui se tenait il y a peu à Genève. Ce qui n’est pas sans limites… ni critiques. La vérité sur la gamification Si l’enfer avait été gamifié, cela donnerait un jeu de Tetris avec un fond rond pour aligner des pièces rectangulaires, s’amuse Steffen Walz , directeur du Laboratoire du jeu et de la gamification (GEELab) de l’Institut de technologie royale de Melbourne, auteur de Space Time Play et consultant dans le secteur du jeu.

Retourner au plaisir de jouer « InternetActu.net

http://www.internetactu.net/2011/02/16/retourner-au-plaisir-de-jouer/
Par Rémi Sussan le 01/03/11 | 7 commentaires | 4,771 lectures | Impression La gamification est un des gros buzz du moment. En janvier 2011 s’est tenu d’ailleurs le premier “ Gamification Summit “. Elle consiste essentiellement à se demander ce qui nous attire tant dans les jeux, puis d’en extraire les recettes fondamentales, afin de les appliquer hors du cadre ludique.

Les ambiguités de la gamification « InternetActu.net

http://www.internetactu.net/2011/03/01/les-ambiguites-de-la-gamification/

Can’t play, won’t play | Hide&Seek - Inventing new kinds of play

I like neologisms. We need new words because we have new ideas, and ideas are the only things that break the law of the conservation of energy. Where once there was nothing there now is something , and the history of the neologism is a history of those moments of pure creation. ‘Gamification’, that said, can go take a long walk off a short pier. I’m heartened beyond measure to see that it’s been deleted from Wikipedia . http://www.hideandseek.net/2010/10/06/cant-play-wont-play/

Béhaviorisme - Wikipédia

Un article de Wikipédia, l'encyclopédie libre. Le béhaviorisme ou comportementalisme est une approche psychologique qui consiste à se concentrer sur le comportement observable [ 1 ] déterminé par l’ environnement et l’histoire des interactions de l’individu avec son milieu.

The Gamification Encyclopedia - Gamification.org

Al Gore talks about how "Games are the new normal" and the power of Gamification at the 2011 Games for Change Festival. A few simple examples are things like earning points and setting goals with Nike+ to motivate yourself to exercise more, and Synchronous Social entertainment such as Turntable.fm , the site where you can virtually DJ for your friends and random strangers -- earning points based on your performance which allows you to unlock cool new avatars to show off your skills. For a full list of examples applied to many different industries, skip ahead . According to a 2011 Gartner Research Report it is estimated that by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes.
gzicherm ~ 2 years ago from Tweet Share Top Tweets Rating: ( +1 )

tp://gamification.co/2010/11/04/video-of-my-google-tech-talk/

Slides from our Meaningful Play panel presentation (Oct. 2010). Elizabeth Bonsignore, Rachel Donahue, Georgina Goodlander, Kari Kraus, Marc Ruppel: http://www.karikraus.com/?p=63

Meaningful Play 2010: ARG/transmedia panel