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Los 42 FUNdamentos de la Diversión. Juegos, Ludificación y Aprendizaje basado en Juegos. The Art of Game Design: A Book of Lenses by Jesse Schell. Nicole Lazzaro's Blog. Emotion and the Fun of Games As experts in player experiences we see a huge gap between “market research” and what players most enjoy about play.

Nicole Lazzaro's Blog

Players may check “good graphics” on a online survey, but our cross-genre contextual research reveals a more interesting story. We know how games deliver more emotions than frustration, excitement, and fear. The secret is in the gameplay. The 4 Fun Keys create games’ four most important emotions 1. Hard Fun: Fiero – in the moment personal triumph over adversity 2. These four main reasons why people play games are how best sellers create more emotions for more captivating play. Nicole Lazzaro, President, of XEODesign,® Inc. has shared the insights and analysis from XEODesign’s independent player research with the game development and human-computer interaction communities.

The 4 Fun Keys create emotion from interaction in productivity software as well as games. Gamification, Social Media, Technology, Games - Andrzej's Blog. An experiment in game design and teaching. AGD Lenses para iPhone, iPad y iPod touch en la App Store de iTunes. Gamification Map. Www.bunchball.com/sites/default/files/downloads/gamification101.pdf. Meta-Game Design: Reward Systems that Drive Engagement. One of the hottest topics in the Web-meets-Gaming world is metagame design -- the practice of applying game-like reward and feedback systems to non-game applications for the purpose of driving loyalty and engagement.

Meta-Game Design: Reward Systems that Drive Engagement

In the physical world, we're surrounded by metagames: Karate belts, scout badges, employee incentive plans, and frequent flyer miles are all reward systems, layered onto an existing activity to drive loyalty and communicate social status. On the Web, metagames peform a similar function. Social networks like MyYearBook and Hi5 let players earn redeemable points by logging in and engaging in various social activities. Foursquare uses points, badges and leaderboards to turn club-hopping into a game-like social experience. And ''serious'' sites like Hunch and eduFire use badges and leaderboards to drive engagement and reward their most valued members.

Blog de Gamifica.Me. Gamificación (gamification): el empleo de mecánicas de juego en entornos y aplicaciones no lúdicas. Game Mechanics. Game mechanics. Game mechanics are constructs of rules intended to produce a game or gameplay.

Game mechanics

All games use mechanics; however, theories and styles differ as to their ultimate importance to the game. In general, the process and study of game design, or ludology, are efforts to come up with game mechanics that allow for people playing a game to have an engaging, but not necessarily fun, experience. Mecánicas de Juegos (Parte I) En el día de hoy vamos a ver cuales son las mecánicas de juegos más importantes que se aplican a la experiencia gamificada y como lo hacen.

Mecánicas de Juegos (Parte I)

Recordemos que las mecánicas de juegos son las “reglas” y/o métodos que intentan producir una experiencia divertida y agradable para el usuario y que lo predisponen psicológicamente a alterar su comportamiento. Las mecánicas que veremos, son complementarias unas con otras, algunas no tendrían sentido si no existieran otras. Esto es bien conocido por los diseñadores de juegos, por lo que el “arte” esta en encontrar una combinación eficiente para crear una experiencia enriquecedora para el jugador. Logros (Achievements) Mecánicas de Juegos (Parte II) Volvemos con algunas mecánicas de juegos que faltaban describir.

Mecánicas de Juegos (Parte II)

Esta entrada es la continuación de la primera parte de mecánicas de juegos. Hoy vamos a ver unas cuantas más, algunas conocidas y otras no tanto: Combos Los combos son usados frecuentemente para premiar algún tipo de habilidad que conlleve realizar una combinación de acciones. SCVNGR's Secret Game Mechanics Playdeck. Some companies keep a playbook of product tips, tricks and trade secrets.

SCVNGR's Secret Game Mechanics Playdeck

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. It is a deck of cards listing nearly 50 different game mechanics that can be mixed and matched to create the foundation for different types of games.

I’ve republished the accompanying document below, which should be interesting to anybody trying to inject a gaming dimension into their products. Print Your Own Version of SCVNGR's Game Mechanics Flash Cards. Metagame Design. Gamedesignconcepts / Spanish. The Fun Theory. MindTrek_Gamification_PrinterReady_110806_SDE_accepted_LEN_changes. Gamificación: 6 Teorías de Motivación en Juego.

Bartle Test of Gamer Psychology. Richard A. Bartle: Players Who Suit MUDs. Richard Bartle[1] MUSE Ltd, Colchester, Essex.

Richard A. Bartle: Players Who Suit MUDs

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". Most MUDs can trace their lineage directly back to Trubshaw's 1978 game (Bartle, 1990b; Burka, 1995) and, perhaps because of this heritage, the vast majority are regarded as "games" by their "players". It is worthwhile considering for a moment whether MUDs (as they are generally played) really are games, or whether they're something else.

Ludificación: los problemas y beneficios de aplicar los videojuegos al trabajo. Publicado el Jue, 01/09/2011 - 6:39pm | UniversiaKnowledge@Wharton Ludificación: los problemas y beneficios de aplicar los videojuegos al trabajo.

Ludificación: los problemas y beneficios de aplicar los videojuegos al trabajo

Estudio 2012.