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The Weaponized Transhuman: Halo, Deus Ex, Crysis, Bioshock, Warhammer, and the Future of Wetware (Us) The Question We love games where we put on armor that gives us superhuman abilities.
Normally, covering computer science articles is a bit of a strain, but two things about a recent one had a strong personal appeal: I'm addicted to the Civilization series of games, and I rarely bother to read the users' manual. These don't necessarily sound like issues that could be tackled via computer science, but some researchers have decided to let a computer teach itself how to play Freeciv and, in the process, teach itself to interpret the game's manual. Simply by determining whether the moves it made were ultimately successful, the researchers' software not only got better at playing the game, but it figured out a lot of the owner's manual as well. Civilization isn't the first game to catch the attention of computer scientists.
A fantastic article on feedback loops at Wired gives a nice overview of what they are: “A feedback loop involves four distinct stages. First comes the data: A behavior must be measured, captured, and stored. This is the evidence stage. Second, the information must be relayed to the individual, not in the raw-data form in [...] A fantastic article on feedback loops at Wired gives a nice overview of what they are: “A feedback loop involves four distinct stages.
Playing games has been around us for quite some time. There are some great ideas behind it that Gabe reveals to us. During the class, you will be told how to provide people with fun, how to bound people to you via various means of gratification, discover players motivation, get the idea of users' stories, be aware of players' type, the mastery levels, ways of attracting people and many many more. You will be told how to approach these issues. How to utilize them in order to get most of them.
<img src="http://s.radar.oreilly.com/2011/04/25/0411-gamification.png" border="0" width="250" alt="Point A to Point B" style="float: right;margin: 3px 0 10px 10px" /> Frequently couched either as a question about demographics or as a personal statement (“I don’t ever play games”), gamification is dogged by questions of suitability of purpose, appropriateness of context, or even the semantic conflict around the use of the word “games” itself. Whether you fall into the supporter or detractor camp, it’s clear that gamification is inspiring debate and raising questions: play vs. work, intrinsic vs. extrinsic motivation, authenticity vs. contrivance, just to name a few.