Games Website

TwitterFacebook
Get flash to fully experience Pearltrees

Publications Forget Gamification: It's Time For Mastery 06/10/2011

Rumor has it that Jesse Schell regrets ever having coined the term "gamification." It's not hard to see why. Gamification is everywhere. Trying to drive traffic to your website? Add points and badges! http://www.mediapost.com/publications/article/152177/
Why the Gameplay Metaphor Waned At a literal level, gameplay simply means how a game physically controls, responds, extends its actions and enables wins. And, as I wrote a few weeks ago, to make a great game you need 100 hours of it . However gameplay is also a fuzzy word with ephemeral meanings which loosely translate to quality of experience. Gameplay used to invoke a sense of noble innovation, a respect of certain traditional aspects of game making as well as just raw coding. It meant something about the character of the game and various game sub-cultures defined themselves by gameplay. http://whatgamesare.com/2011/04/how-engagement-killed-gameplay-language.html

How Engagement Killed Gameplay [Language] - What Games Are

http://talesfromthecasbah.blogspot.com/2011/04/gamification-yin-yang.html I'm loving the global conversations that are taking place around gamification, however much of the hype is still centered around extrinsic motivators that come with entry level game mechanics. But I'm not going there in this post as I've already ranted about this here and here . What I do want to share with you is the focus of the recent conversations that I've been having with my colleagues about the balance of the light and dark side of gamification - the yin and the yang. There are two contrary forces in gamification that are interconnected and interdependent. The first is the 'light' side or the power of game dynamics to tap into our intrinsic motivators.

Gamification Yin & Yang

ludoéduc

Abstract: ‘Social Network Games’ are digital games played with members of one’s social network. The dawning phenomenon of Social Network Games is still a mystery to most people. They’ve heard of Farmville , or World of Warcraft , and see these activities as nothing new. http://saulgoldman.com/?p=777

Tomorrowland » How Games Will Save the World (and why social enterprises will design them)

http://www.scribd.com/doc/40500617/Print-Your-Own-Version-of-SCVNGR-s-Game-Mechanics-Flash-Cards tohelpoutanyonetryingtomemorizegamemechanics. Itiscompletelyfreetoshar e,remix,andreuseaslon gasyourespectanyorigina lcopyrights.Allimagesex ceptlogosareroy altyfree.

Print Your Own Version of SCVNGR's Game Mechanics Flash Cards

Part V: Gamification in Action This is the fourth part of an ongoing series on the role of gamification in modern education by Andrew Proto. If you missed the previous articles, catch up with “ Part I: the Unique Obstacles Teachers Face “, “ Part II:Technology’s Role in a Gamified Classroom “, “ Part III: The Importance of Motivation “, and “ Part IV: Looking at Busy Work “

Gamification Blog

http://gamification.co/
Al Gore talks about how "Games are the new normal" and the power of Gamification at the 2011 Games for Change Festival. A few simple examples are things like earning points and setting goals with Nike+ to motivate yourself to exercise more, and Synchronous Social entertainment such as Turntable.fm , the site where you can virtually DJ for your friends and random strangers -- earning points based on your performance which allows you to unlock cool new avatars to show off your skills. For a full list of examples applied to many different industries, skip ahead . According to a 2011 Gartner Research Report it is estimated that by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. http://gamification.org/

The Gamification Encyclopedia - Gamification.org

Gamification, according to Wikipedia , is " is the use of game play mechanics for non-game consumer technology applications." Our own Audrey Watters defined game mechanics as a "rule-based system for scoring, setting goals, and allocating rewards." A related idea is the " Gamepocalypse ," Jesse Schell 's hypothetical future in which everything is gamified. Wikipedia emphasizes consumer applications, but the enterprise is not exempted from the gamification trend. But will it actually make work any better? http://www.readwriteweb.com/enterprise/2010/11/buzzword-watch-the-gamificatio.php

Buzzword Watch: The Gamification of Work

Where chemistry separated itself from alchemy by building testable models of physical atoms, a science of game design concerns itself with testable models of human psychology. Many of the attempts to define games have focused on the mechanistic elements of the game, such as the primitive actions that the system allows the player to perform or the tokens that the player manipulates. The approach has been to treat games as self contained logical system.

Features - The Chemistry Of Game Design

http://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php?page=2
http://articles.latimes.com/2010/dec/26/entertainment/la-ca-gamification-20101226 Michael Pusateri is a 43-year-old senior vice president at the Disney- ABC Television Group, but he still doesn't eat his vegetables. So in October he joined Health Month, an online game that allows him to compete against 16,000 other users in striving toward his goals — which include cycling 80 miles a week and going on a weekly date with his wife. When he made progress, he earned life points and raised his ranking. When he failed, he lost points but could ask other players to take pity and "heal" him by giving him virtual "fruit." The game prepared him for his first triathlon. "My wife has been after me for years to eat more fruit and vegetables and bring my lunch to work, and it was, 'Next week, I'll do it next week,'" says Pusateri, an avid video game player and father of two.

Internet game-playing as motivational tool - latimes.com

of Work | How Gamification Can Improve Work. - Gamification.org

Welcome to the Gamification of Work part of Gamification.org. This page is a temporary home for the Gamification Enterprise portal -- it is a really important subject to us and the community so we plan on having an entire wiki just for Gamification of Enterprise, as part of the Gamification Wiki family of sites, which will be at http://gamification.org/enterprise . Enterprise Gamification The Gamification of work, or more generic, the Gamification of the Enterprise allows (potential) employees, partners and customers to interact with business applications, processes and systems of an organization in an engaged and gameful way. Facts

Lost Garden: What actitivies can be turned into games?

Recently, my amazing wife picked up a copy of Wii Fit. No, this is not a review. Here is something you may not know about my wife. For the past year, she's been dealing with a rather serious, debilitating illness. One side effect is considerable and undesirable weight loss. On the positive side, she has enjoyed shopping for a new wardrobe to match her more petite frame.
The classic book on computer game design first published in 1984, this Kindle version presents the original text along with chapter notes by Chris Crawford reflecting on how game design has changed in the last 30 years.

The Art of Computer Game Design