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http://goodthinktank.wordpress.com/2011/03/10/3811-gamification-rajat-paharia/

3/8/11: Gamification – Rajat Paharia | GS&P Digital Education

Description of Class Students will learn about optimizing user behavior through the technique of gamification – the use of game mechanics in non-gaming contexts to influence and motivate user participation, engagement and loyalty. We’ll cover the basic game mechanics, why and how they work, and look at several examples of them being used in live applications across a variety of industries. Rajat Paharia – Founder & Chief Product Officer, Bunchball (SF)
Gamify Your Lessons

Game Dynamics

Examples of good design

http://www.mud.co.uk/richard/hcds.htm

Richard A. Bartle: Players Who Suit MUDs

Richard Bartle [1] MUSE Ltd, Colchester, Essex. United Kingdom. richard@mud.co.uk Four approaches to playing MUDs are identified and described. These approaches may arise from the inter-relationship of two dimensions of playing style: action versus interaction, and world-oriented versus player-oriented. An account of the dynamics of player populations is given in terms of these dimensions, with particular attention to how to promote balance or equilibrium. This analysis also offers an explanation for the labelling of MUDs as being either "social" or "gamelike".
http://pietro.open-lab.com/2010/11/09/game-mechanics-for-thinking-users/ Game mechanics for thinking users Posted by Pietro Polsinelli on November 9, 2010 · 12 Comments Many software applications and web sites that are not commonly understood as games have some aspect that can be described in gaming terms. My point here is that a game design perspective can contribute in usability and functionality also in non gaming context. The post ends with examples of real world usage of game mechanics and some application suggestions. Which game mechanics?

Game mechanics for thinking users « Web Worker's (Freak) Anthropology

Some companies keep a playbook of product tips, tricks and trade secrets. Zynga has an internal playbook, for instance, that is a collection of “concepts, techniques, know-how and best practices for developing successful and distinctive social games”. Zynga’s playbook has entered the realm of legend and was even the subject of a lawsuit. SCVNGR , which makes a mobile game with real-world challenges , has a playdeck. http://techcrunch.com/2010/08/25/scvngr-game-mechanics/

SCVNGR’s Secret Game Mechanics Playdeck

Windows

Gamification and Games

[In Ernest Adams' latest Gamasutra column, he digs into difficulty levels in games, interestingly suggesting that player-set difficulty can, in many cases, be preferable to dynamic difficulty settings.] I just finished reading a book called Interactive Storytelling , by Andrew Glassner. While the first couple of hundred pages contain useful introductions to both storytelling and game design (for the novice, anyway), the book has some serious flaws and I can't really recommend it. But along the way, Glassner digresses into a variety of other subjects, and one of them is settable difficulty levels. He's against them. http://www.gamasutra.com/view/feature/3660/the_designers_notebook_.php

Features - The Designer's Notebook: Difficulty Modes and Dynamic Difficulty Adjustment

Game with DDA