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Gamification

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One small step: Walking with the wearable robot. This article was taken from the October issue of Wired magazine. Be the first to read Wired's articles in print before they're posted online, and get your hands on loads of additional content by subscribing online Ulrich Götz designs videogames “for good”. His latest project teaches brain-damaged children how to walk again. Gabarello is a 2D-platformer application (see above) for the Lokomat rehabilitation robot, which helps patients walk on a treadmill. Sensors in the robot record the patient’s movement -- but GÖtz’s team hacked them so that patients could use them to navigate in Gabarello. “We use that biofeedback as our gaming input -- we replaced the controller with a rehab robot,” explains Götz, 38, a professor of games design at the Zurich University of the Arts. He completed Gabarello v1.0 in December 2009 and it’s now in use at the University Children’s Hospital in Zurich. Refactoring Game Communities. Most people hunger for human connections with each other.

I believe that’s what is at the center of the “social” phenomena: social networking, social gaming, social everything. When future historians look back at the early 3rd millenia, I think we’ll be noted more for the massive social changes that happened as a consequence of our new technologies (the Internet), but not so much for the technology itself. Before the industrial revolution, people lived in authentic communities. They knew each other, depended on each other, played with each other. They raised barns together! With the industrial revolution, the nature of work changed–most people became organized around synthetic communities based on their specialized skills (we call them corporations).

Since some of these specialized skills were scarce, they paid more, which caused a further refactoring of residences along economic boundaries. However, Facebook is built upon a schema of real identities. Ultimatum game. Extensive form representation of a two proposal ultimatum game. Player 1 can offer a fair (F) or unfair (U) proposal; player 2 can accept (A) or reject (R). The ultimatum game is a game often played in economic experiments in which two players interact to decide how to divide a sum of money that is given to them. The first player proposes how to divide the sum between the two players, and the second player can either accept or reject this proposal. If the second player rejects, neither player receives anything.

Layman's explanation[edit] Two people, Alice and Bob, play the game. For example, Alice divides the money into one stack worth 65 dollars and one worth 35 dollars. If Bob acts rationally, he should accept any division in which Alice offers him at least one dollar, since doing so leaves him with more money than he would have had otherwise.

Equilibrium analysis[edit] For illustration, we will suppose there is a smallest division of the good available (say 1 cent). Explanations[edit] Jane McGonigal: Gaming can make a better world. Marketers Suit up With Twitter, Facebook for 'Social Bowl' - Advertising Age - Special Report: Super Bowl. Comment les univers virtuels peuvent changer notre façon d’apprendre, de travailler et de socialiser ? | Marketing Virtuel. Voilà maintenant près de 3 ans que je rédige ce blog et je dois bien avouer que durant cette période les univers virtuels a beaucoup évolué et surtout gagné en maturité. Quand je vous notamment le chemin parcouru par Second Life (cf. Une seconde naissance pour Second Life, Second Life toujours en pleine forme) ainsi que la montée en puissance des serious games stimulés par les grandes organisations (IBM lance City One, un serious game de gestion municipale, La NASA se remet en selle avec un serious game) et le gouvernement (Plan de relance : 48 serious games se partageront 20 millions d’euros), je me dis qu’ils sont bien loin des caricatures d’alors (un refuge pour asociaux et autres arnaqueurs).

Preuve de cette maturité, la Virtual World Conference qui se tiendra le 15 Septembre prochain dans SL et dressera une état de l’art des applications métiers et v-learning des univers virtuels. L’avenir du v-business est-il au papier ? | Marketing Virtuel. J’ai déjà eu l’occasion de vous parler de la taille conséquence du marché du social gaming et surtout des nombreuses possibilités de monétisation. Si nous sommes tous d’accord pour dire que les objets et services virtuels sont une authentique mine d’or pour les éditeurs (cf. Ne parlons plus d’objets virtuels mais d’objets numériques), les micro-transaction restent tout de même bridées par le mécanisme d’alimentation du compte qui repose sur un N° de carte de crédit ou un compte PayPal.

Cela peut poser problème pour une partie des joueurs qui ne possèdent ni l’un ni l’autre (notamment les ados et pré-ados) ou pour ceux qui ne veulent pas faire apparaitre sur leur relevé bancaire de telles dépenses (femmes au foyer). Les cartes prépayées pour fluidifier les microtransactions Pokemon + Social Games = NanoStar Cards Le problème avec les cartes prépayées est qu’elles ne sont pas très sexys. Les NanoStar sont donc des cartes (virtuelles) qui permettent de jouer à des jeux en ligne.