Game Mechanics

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http://lsvp.wordpress.com/2007/08/22/social-media-more-on-how-points-can-be-used-to-drive-user-behavior/ I’ve posted in the past in praise of Amy Jo Kim’s principles of game design and in particular, the way that social media sites can use keeping score to drive the user behavior that they want. Last week Rajat Paharia, CEO of Bunchball , pointed me to an interesting NY Time’s article that gives further evidence that users will do more for points than they would otherwise. The article summarizes one case from a very interesting paper published in the Journal of Consumer Research in 2005. Points can give people the illusion of advantage. The article describes an experiment where students were asked to do two tasks; one for a reward of a vanilla icecream and the other, slightly harder, for a pistachio icecream.

Social Media: More on how points can be used to drive user behav

http://lsvp.wordpress.com/2007/09/04/why-do-gamers-game/

Why do gamers game? « Lightspeed Venture Partners Blog

In a post about how virtual worlds can engender real emotions , I mentioned Nick Yee’s paper The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments . In it Nick extends on Bartle’s categorization of the four player types . In 1989-90, Bartle hypothesized that there were four player types, summarizing an active discussion thread among power users of a particular UK MUD (Multi-User Dungeon, text based precursors to MMORPGs).
The phrase “game mechanics” sends a pleasant shiver down my spine. At the heart of every game are these mysterious whirring clicking mechanisms that deliver to the player pleasure and thrills. We use them, we build them, but I’ve never seen a good unified definition of game mechanics that gives us a practical base upon which to build great games. Here is one. http://www.lostgarden.com/2006/10/what-are-game-mechanics.html

Lost Garden: What are game mechanics?

Editor’s note : Should everything be a game? In this guest post, Gabe Zichermann argues that fun is good and that game mechanics will find their way into all sorts of products and businesses. Zichermann is the CEO of professional mobile social networking startup beamME and the co-author of the upcoming books “Game-Based Marketing” and “Funware in Action.” What if everything we did was a little more fun? http://techcrunch.com/2010/03/27/facebook-fedex-amazon-fun/

How To Make Facebook, FedEx, And Amazon More Fun

The Technium: The Game-ified Life

http://www.kk.org/thetechnium/archives/2010/02/the_game-ified.php You should watch this talk on the future of games by game designer Jesse Schell . It is the most mind-changing talk I've heard in many years. There were so many new ideas in it, and they went by so fast, that I have already watched it twice and will probably watch it once more. It's that kind of talk. I became a fan of Schell when I discovered his book The Art of Game Design which is not only the best book on designing games, but a great book about designing anything complex.