Knowledge Quest

TwitterFacebook
Get flash to fully experience Pearltrees
Game Theory

Indiana University, Bloomington Department of Telecommunications T366: Multiplayer Game Design Section 13353 Spring 2010 http://gamingtheclassroom.wordpress.com/syllabus/

Syllabus « Gaming the Classroom

<a href="http://adserver.adtechus.com/adlink/3.0/5242.1/2382763/0/0/ADTECH;alias=Gamasutra_Console_PC_IMU1_300x250;loc=300;key='+adkeys+';grp='+adrand+'" target="_blank"><img src="http://adserver.adtechus.com/adserv/3.0/5242.1/2382763/0/0/ADTECH;alias=Gamasutra_Console_PC_IMU1_300x250;loc=300;key='+adkeys+';grp='+adrand+'" border="0" width="0" height="0"></a> It's possible that an over-reliance on metrics-driven design and extrinsic rewards for in-game actions could lead to a future of "designing shitty games that you have to pay people to play," warns independent developer Chris Hecker. Hecker, who is currently working on the espionage-themed multiplayer game SpyParty , presented his hypothetical "nightmare self-fulfilling scenario" as part of a talk inquisitively titled "Achievements Considered Harmful?"

GDC: Hecker's Nightmare Scenario - A Future Of Rewarding Players For Dull Tasks

http://www.gamasutra.com/view/news/27646/GDC_Heckers_Nightmare_Scenario__A_Future_Of_Rewarding_Players_For_Dull_Tasks.php

Games « you found me.

I make alternate reality games : games that are designed to improve real lives or solve real problems. I’ve been making ARGs since 2001 — and you can watch trailers for a dozen of my favorite ARGs below. Many of my games challenge players to tackle real-world problems at a planetary-scale : hunger, poverty, climate change, or global peace, for example (see: EVOKE, World Without Oil, Superstruct). Others are simply designed to make players happier in their everyday lives — by dancing more, say, or by being kind to strangers (see: Top Secret Dance Off and Cruel 2 B Kind). And some have specific positive health impacts in mind: increasing physical activity, for example, or speeding up recovery from a concussion (see: CryptoZoo and SuperBetter). http://janemcgonigal.com/play-me/
Books Jones, G. (2002). Killing Monsters: Why Children Need Fantasy, Super Heroes and Make-Believe Violence Gee, J.

Games in Education - Research

http://gamesined.wikispaces.com/Research
mistersouza