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Playforce. A searchable database of games with learning potential, Playforce allows users to explore games related to specific learning content, academic standards or twenty-first century skills, like empathy, systems thinking or collaboration.

Playforce

Playforce provides an indispensable resource to educators and parents looking to use games in service of specific learning goals. Game perspectives on Playforce are player-generated and moderated by a user community. Which means they don’t focus on what experts think is good about game play, but rather on what players know, based on their own collective experience. By putting the experience of players front and center, Playforce lets educators and parents know exactly what to expect from the games they use. Developed in partnership with E-Line Media, Playforce is now in beta. Playforce.org - Playforce: Learning from the games we play. Games Learning Society. Phat Loot and Neurotransmitters in World of Warcraft. How are loot-based games like World of Warcraft, Torchlight, and Borderlands related to slot machines, chemical bliss, and evolution?

Read on for the answer. During my early days with World of Warcraft (WoW) I remember tromping through Westfall killing crowds of Defias bandits when I was shocked by a loot drop: a rare pair of “blue” gloves that perfectly fit my class’s needs at the time. For those of you who don’t know, killing enemies in WoW gives you a random chance at one or more pieces armor, weapons, or other items called “loot” in WoW parlance. These are stratified according their text’s color: gray, white, green, blue, purple, and orange in order of increasing quality. For a level 20-something character to find a blue item on a random enemy was actually very rare, and I experienced a huge rush from it.

Other games do this, too. Which of these do you think would create a bigger dopamine neuron freakout if it dropped in front of you? Gameful: A Secret Headquarters for Worldchangers. A not so secret secret has been afoot.

Gameful: A Secret Headquarters for Worldchangers

Gameful is a “Secret Headquarters” for people playing and creating games to make us better and change the world. Its fundraising call on Kickstarter attracted 593 backers and raised $64,965 (well beyond its $2,000 goal). Since Jane McGonigal’s TED talk in February, anticipation for the idea has grown. In her talk she asks, given the 3 billion hours a week our world spends playing digital games, how can we tap into that incredible amount of engaged time to change our lives and perhaps save the world?

The overwhelming number of emails Jane received after her talk spurred the creation (with co-founders Nathan Verrill, Matthew Jensen, and Kiyash Monsef) of Gameful. Productivity Games - Ross Smith. The Art & Business of Making Games. Gamification. How to Harness Your Brain's Dopamine Supply and Increase Motivation. How to Turn Money Management into a Game.

SuperBetter Is a Game that Rewards You for Healthy Living and Working Towards Your Goals. The Psychology of Gamification: Can Apps Keep You Motivated? Gamify Your Life: A Guide to Incentivizing Everything. There's few things you enjoy doing for it's own sake, there's eating, having sex, socializing maybe.

Gamify Your Life: A Guide to Incentivizing Everything

Everything else is enjoyable because it has been previously or currently reinforced either by positive or negative reinforcement, like playing games, eating spicy food, doing sports, watching tv, doing art, science, studying, competing, etc. The rewards you get for doing stuff you like doesn't have to be something primary like food, can be something associated to something primary, like food, and it still works.

Like someone said, this is basic behavioral psychology and learning theory stuff and i wish the article would elaborate it like that. I don't have the reference handy right now, but I know that rewarding behavior that has it's own built-in pleasurable component tends to decrease the behavior. That's the thing, "built-in pleasurable component" of things is called intrinsic motivation to do something, behavioral science challenges this notion. I think we are arguing semantics here. HabitRPG Turns Better Behavior into a Game of Survival. That 25k goal seems to have no real relevance to the work involved.

HabitRPG Turns Better Behavior into a Game of Survival

He states that it will take about a month to finish the project, and doesn't seem to have anyone else working on it. $25,000 for a months work? Jesus, wish I could get that. Also, wish it was working now as it doesn't save changes at all. I think it's starting the 25k work AFTER a month, big difference. Hey guys, Tyler here. $25k will go to hiring 2 web devs (myself incl), 1 phone dev, 1 integration specialist (gcal, evernote, etc), sysadmin, and pixel artist.

Glad you justified it, but you really didn't need to. Anyone that wants a greater appreciation for game development should watch "Indie Game. " Hoping this is a success for you.