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GAMIFICATION

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Angry Birds, Farmville and Other Hyperaddictive ‘Stupid Games’ The unit came bundled with a single cartridge: Tetris, a simple but addictive puzzle game whose goal was to rotate falling blocks — over and over and over and over and over and over and over — in order to build the most efficient possible walls. (Well, it was complicated. You were both building walls and not building walls; if you built them right, the walls disappeared, thereby ceasing to be walls.) This turned out to be a perfect symbiosis of game and platform. Tetris’s graphics were simple enough to work on the Game Boy’s small gray-scale screen; its motion was slow enough not to blur; its action was a repetitive, storyless puzzle that could be picked up, with no loss of potency, at any moment, in any situation. And so a tradition was born: a tradition I am going to call (half descriptively, half out of revenge for all the hours I’ve lost to them) “stupid games.” Within months, Angry Birds became the most popular game on the , then spread across every other available platform.

5 Game Stories to Watch in 2012. Goodbye 2011, you tumultuous, fickle, lovely year — hello 2012, another 365-day stretch full of promises, disappointments, and with a little luck, a few pleasant surprises as well. While we’re recovering from Christmas candy excesses and priming our livers for New Year’s debaucheries, let’s have a look at gaming’s crystal ball and see what bobs up. Microsoft’s Next Xbox, Sony’s PlayStation 4 Will Microsoft announce its next Xbox? Could Sony actually deploy its PlayStation 4? Look for product leaks and maybe official acknowledgment that they’re in the offing, probably, but actual product launches, absolutely not. That said, both the Xbox 360 and PS3 look ancient in PC-gaming terms — at least a generation old compared to contemporary PC hardware.

(MORE: Nintendo’s Wii U: Why It’s Time to Stop Fretting About System Specs) Nintendo’s Wii U But Nintendo’s real trick is going to be getting third- and first-party development in lockstep.

HISTORY

USAGES. FUTURE. STUDIES. News Releases. Video Game Play Increases as Breadth of Game Content Grows Report Finds More Women, Adults Play Games June 7, 2011 – Washington, DC – 72 percent of American households play video games and 82 percent of gamers are adults according to new research released today by the Entertainment Software Association (ESA). In a report released at E3, the world’s leading video game event, the data presented a consumer base that is increasingly diverse and receiving interactive game content on myriad platforms. The report, 2011 Essential Facts About the Computer and Video Game Industry, also found 42 percent of gamers are women and that women age 18 or older represent more than one third of the game-playing population. “Our industry’s innovative titles are reaching new consumers in broader, deeper and more-engaging ways,” said Michael D.

The survey also found that parents remain highly involved in their children’s game play and see several benefits of entertainment software. Back to Top.

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PUBLIC TRANSPORT. SOCIAL GAMING. All the world’s a game. Une tactique appelée degamification. Dénichée sur le blog Pasta & Vinegar de Nicolas Nova, cette courte note aborde le sujet de la degamification. Elle-même inspirée d’un autre article, elle relate l’expérience d’un auteur expliquant comment il déjouait, lui et ses amis, les règles des jeux de plateaux pour les aménager à leur manière et en profiter encore plus. Alors que les défenseurs de la gamification avancent la plupart du temps le niveau d’engagement suscité par un environnement ludique, l’expérience de la degamification ne se contente pas de contrer cet argument mais le dépasse : c’est en déjouant les règles que le niveau d’engagement vis-à-vis d’un objet augmente.

L’affordance est un point de départ, libre à chacun de s’en accomoder. Quand on connait le succès de jeux vidéo en environnements libres (GTA, etc.) ou la déliquessence du “mode d’emploi” parmi les jeunes générations, on aurait plutôt tendance à faire confiance à la degamifiction. Content Vs. Advertising: Which One Leads The Gaming Industry? Life Starts Here: High Society. “What do you think about this: I’ll come to your office for one day, early next week, and we try and chronicle all the important decisions that are made that day, just to give a sense, you know, of how and when these decisions get made, way before they manifest themselves in the final product that people get to see.” Henry Rich was a young-looking thirty, with thin-rimmed glasses and a mop of thick black hair that bounced against his forehead as he attacked a plate of eighteen pancakes. Rich wore a friendship bracelet and a Vampire Weekend t-shirt, and more or less fulfilled Grant Hayes’ visual expectations of a serious young writer.

Clinking a spoon against the inside of a mug of coffee, Hayes watched the writer eat with mounting skepticism. Hayes himself was conservative in appearance, with the exception of a rough leather jacket intended to bestow a James Dean-like edge. Hayes could not see any problem with this setup at all. “Grant?” Hayes turned and offered his hand to somebody. “Yes.” Game Changer. This fall, I began layering in game mechanics into a graduate journalism course I teach at New York University.

In it, students vote for the best stories we workshop on a given day, and the winners receive prizes (like Slinkeys, yo-yos, plastic dinosaurs, maybe SweeTarts or Skittles). I plan to post a series of social media leader boards on our Facebook Group page to show whose Twitter presence (increase in the number of followers, number of clicks from Twitter to their blogs, etc.) has grown the most over a given time.

And through a company called Stray Boots, I organized a Wall Street treasure hunt, in which students learned the history of the area through playing a walking game. So far, four weeks into the semester, these games have proven popular. Don't think I'm dumbing down the course for the Millennial generation. In the second week of class I met my 15 students in front of Manhattan's Trinity Church, just a few blocks from Ground Zero. The results were notable. REGARDS SUR LE NUMERIQUE: Vu sur le Web - Le CNC dresse le profil type du gamer français RSLNmag est édité par Microsoft et se consacre à l’analyse et au décryptage du monde numérique..

Electronic Gaming for the Physical World - Technology. Video and electronic games have typically been an indoor activity, but they don’t have to be. There are several new games available for smart phones where you, the player, are forced to physically move outside into the real world. It sounds so old-fashioned, playing outdoors.

But as GPS and mapping become ever more accessible tools in our phones and gadgets, it’s easier than ever to enter a game’s alternate universe right in your own city. The following four games take advantage of a mobile device’s awareness of its location to turn the real world into the game playing field. And when combined with in-phone cameras, the game can be virtually overlaid on top of the real world in what’s commonly referred to as “augmented reality. " Par-Tee: Par-Tee is a golf game for iPhone that allows players to essentially create their own holes, placing them on a map centered around the current location.

Parallel Kingdom: Parallel Kingdom is a location-based adventure game for Android and iPhone. Cache.lego.com/upload/contentTemplating/LearningInstituteNews/otherfiles/download1A31C2E16BC5ADC021C572011DF7782F.pdf. The Gamification of News. "Gamification" seems to be the up and coming buzz word. You may recall that in April, I covered Empire Avenue in a post about the gamification of social media. Now, Google is in the news (literally) with a gamification project of their own, and I think it has some potential. Let's explore why. This week Google announced the launch of their Google News Badges. Google heralded the launch with the following description: The U.S. You'll probably feel like the badge adoption seems familiar; after all, Foursquare made this a central part of their service. Similarly, Google has created a way to make some fun and competition out of what you already do - that is, read the news.

Google plans further developments to this project as they get feedback and observe the usage. For the Gamestormers: A Gameboarding Template #gamestorming. 'Call of Duty' Targets a Monthly Fee. La gamification au service de la rétention et de la transformation. Souvenez-vous : au début de l’année je vous parlais déjà de l’utilisation des mécaniques de jeu dans mes prédictions 2011 ainsi que dans un article publié l’année dernière (Le gameplay comme élément clé de l’expérience utilisateur).

Figurez-vous que ce phénomène a pris de l’ampleur et qu’il a maintenant un nom : la Gamification. Derrière cet anglicisme (qui doit faire se retourner Maitre Capello dans sa tombe) et les exemples que l’on cite trop souvent (Foursquare & cie), se cachent des pratiques réellement disruptives et une nouvelle façon d’aborder les prospects, de les convertir et de fidéliser les clients. Définition et origines de la Gamification Pour la définition, je me contenterais de citer celle de Wikipedia : “La gamification consiste à utiliser des mécaniques de jeu dans un service ou une offre afin d’en faciliter l’adoption et la fidélisation“.

Pourquoi la gamification est bonne pour votre marque ? Il existe différents objectifs pour la gamification : Encyclopedia | Game Mechanics Resource. Get down on the FarmVille | Technology. Lady Gaga, pop supremo, wearer of meat dresses, the star who has sold more than 15m albums worldwide, announced on Wednesday that she is partnering with games company Zynga to release exclusive songs through their Facebook game, FarmVille. The singer's fans will be able to visit GagaVille, a specially designed farm inside the virtual farming simulation game, which will contains unicorns and crystals. Lady Gaga's choice of FarmVille makes sense: it's an enormous market. The game has around 60 million players worldwide – that's roughly the same size as the population of the UK. And FarmVille's demographic appeal is broad. The game is inoffensive to the point of being anodyne, and unchallenging to the point that some commentators say it barely deserves the title "game" at all.

But the genius of the game is that players advance much more quickly if they rope their friends in too. Interestingly, this new group of players tend not to describe themselves as gamers. Angry Birds Plants vs Zombies. The 10 Most Innovative Companies in Gaming. 01 / Zynga >> For dominating--and monetizing--the social-gaming industry. The largest social-games developer in the world touts hundreds of millions of monthly active users on FarmVille, Treasure Isle, Zynga Poker, Mafia Wars, and more. But what's truly innovative is its all virtual-goods revenue model: By creating immersive, addicting games, Zynga has roped gamers into paying real money for make-believe "virtual" goods that let them move up in the games or to give their friends gifts.

Although small, those numbers add up: Zynga is already profitable, and it's valued at more than $7 billion. 02 / Apple >> For developing the year's most successful new gaming platform: the iPad. The tablet has not only sold more than 7 million units since its April debut (and will generate countless more with this month's iPad2 launch), but also fostered all sorts of new mobile-gaming innovation: Doodle Jump, Angry Birds, Enigmo, etc. 03 / Microsoft >> For developing the controller-free Kinect. 04 / Valve.

GAMING AND BRAND