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I Have No Words & I Must Design

This article was published in 1994 in Interactive Fantasy #2, a British roleplaying journal. A more recent version of the piece may be found here. There's a lotta different kinds of games out there. But do these things have anything at all in common? Well, we can all do the latter: "Good game, Joe," you say, as you leap the net. As game designers, we need a way to analyze games, to try to understand them, and to understand what works and what makes them interesting. We need a critical language. What Is a Game, Anyhow? It's Not a Puzzle. In The Art of Computer Game Design, Chris Crawford contrasts what he call "games" with "puzzles." Some puzzles are obviously so; no one would call a crossword a "game." To be sure, Zork is not entirely static; the character moves from setting to setting, allowable actions vary by setting, and inventory changes with action. A puzzle is static. It's Not a Toy. According to Will Wright, his Sim City is not a game at all, but a toy. Just so Sim City. Aha! Goals Related:  Gamification

Bing gordon-hacking-gamification The Perfected Self - David H. Freedman B. F. Skinner’s notorious theory of behavior modification was denounced by critics 50 years ago as a fascist, manipulative vehicle for government control. Frederik Broden My younger brother Dan gradually put on weight over a decade, reaching 230 pounds two years ago, at the age of 50. He’d be in good company: a 2007 study by TheJournal of the American Medical Association found that each year, 160,000 Americans die early for reasons related to obesity, accounting for more than one in 20 deaths. Dan had always been a gregarious, confident, life-of-the-party sort of guy, but as his weight went up, he seemed to be winding down. Today, my brother weighs 165 pounds—what he weighed at age 23—and his doctor has taken him off all his medications. Sorry if this sounds like a commercial for a miracle weight-loss program. Alcoholics don’t seem to face such dismal prospects, thanks to Alcoholics Anonymous and similar multistep programs, which are widely regarded as effective treatments.

Meaningful Play - coding conduct Meaningful Play Meaningful Play. Getting »Gamification« Right. Presentation, Google Tech Talk, January 24, 2011, Mountain View, CA. Between promises of plain mind control and warnings of »pointsification«, the debate on »gamification« is deeply split. How to design for a playful experience that is truly meaningful to its users instead of a shallow and transient novelty effect? In this talk, summarising and expanding on previous ones, I provide an overview of the gamification movement, lay out three currently »missing ingredients« – meaning, mastery, and autonomy –, and how they can be translated into design principles and process. Short link:

Studies Find Reward Often No Motivator Creativity and intrinsic interest diminish if task is done for gain By Alfie KohnSpecial to the Boston Globereprinted with permission of the author from the Monday 1987-01-19 Boston Globe In the laboratory, rats get Rice Krispies. In the classroom the top students get A's, and in the factory or office the best workers get raises. But a growing body of research suggests that this law is not nearly as ironclad as was once thought. A related series of studies shows that intrinsic interest in a task -- the sense that something is worth doing for its own sake -- typically declines when someone is rewarded for doing it. If a reward -- money, awards, praise, or winning a contest -- comes to be seen as the reason one is engaging in an activity, that activity will be viewed as less enjoyable in its own right. With the exception of some behaviorists who doubt the very existence of intrinsic motivation, these conclusions are now widely accepted among psychologists. The results were clear.

Pawned. - coding conduct Pawned. Pawned. Gamification and Its Discontents. Presentation, Playful 2010, September 24, 2010, London, UK. Foursquare, Gowalla, Bunchball, Badgeville – it seems like the badge measles have taken over the Internet. This talk gives a brief tour through the »gamification« trend, to then insert some caveats, complications, unintended consequences, and hopefully, plain common sense. Short link: Note: This is more or less a companion piece to a previous talk where I point out the potential of games for interaction design: »Just add points? How Video Games Are Infiltrating--and Improving--Every Part of Our Lives Jesse Schell peered out at the 400 or so attendees of last February's DICE (design, innovate, communicate, entertain) Summit, the video-game industry's answer to TED. Dressed in a crinkly button-down shirt and chinos, the 40-year-old game designer and Carnegie Mellon professor had no idea how his speech would be received. Organizers had invited him to share insights about his work at Disney Imagineering, where he had helped design large-scale theme-park rides such as Pirates of the Caribbean, but he knew the Mouse would have his head if he violated any nondisclosure agreements. So the day before, on the flight from Pittsburgh to Las Vegas, he'd sketched out something radically different, something he titled "Beyond Facebook." He began his speech with the premise that a real-life game could be stacked on top of reality. You'd get points for, well, just about everything you normally do in the course of 24 hours. After work, you go shopping. Dystopian? The military has led this charge.

Gamification Design About this course Why Gamification? Games have become the new normal. The gaming industry is already more powerful than other ways of entertainment like music or movies. An average young person will spend more than 10,000 hours gaming by the age of 21 - somewhat the time that it takes us to master any kind of skill- and yet, there's a huge engagement crisis in many other areas. 70% of US full-time employees are not motivated by what they are doing, kids spend way more time engaged with video games than they do with books, the average attention span in 2012 was less than 10 seconds and it's decreasing every year... It seems like only games are truly understanding how human motivation really works. And the most important question: How to do so? Course Structure Week 1 (17/03/2014) Games. Learning Outcomes In this course you'll learn the basics of Gamification with a highly practical approach. Who is this course for? Do you want your team to perfom better? Prior Knowledge Workload Keep in touch!

Best Gamification Books - Where to start and Why Here's a list I wanted to share with you all on (almost) all the books that you should read if you are to become a gamification expert (still a long way for me, want to join?) So what should I read and is there any order I have to follow? YES! Introduction to Gamification: The very basics - For the win: How game thinking can revolutionize you business (2012) Written by: Prof. Reasons why: A great and inspiring book to get started in Gamification. - Gamification: A simple introduction (2013) Written by: Andrzej Marczewski Reasons why: A book written by an epic win blog´s friend, Andrzej Marczewski, that will answer you questions like: “What is Gamification”, “Why does it work” or “Where to start”. Also recommended… - Game-based marketing: Inspire customer loyalty through rewards, challenges and contests (2010) by Gabe Zichermann - Business Gamification for dummies (2013) by Kris Duggan Before designing, understand why: Happiness & Motivation Written by: Daniel H. Written by: Dr. - Level up!

The 35 Gamification Mechanics toolkit v2.0 A simple and easy to use toolkit for Gamification Design by @victormanriquey Shipping options Print Out Version The new 2.0 Version This is the new version of my 35 Gamification Mechanics Toolkit. After the great success of v1.0 (that you can find and download here: Toolkit v1.0) I've been working hard for quite some months to improve and revamp both the mechanics design and the content itself. This new 2.0 version includes: a new design steps system, revamped design & improved mechanics How does It work? Player's Handbook Download and print your cards. You'll have 35 cards, and 6 design levels that follow a color pattern. Every level means a step in the design process. Pink - OnboardingYellow - Late OnboardingOrange - MidgameBlue - Late MidgameGreen - EndgamePurple/Epic - Everlasting experience Let the magic begin! Extra Step Can I get the Official Deck of Cards? Yes!!! Saying thanks is important There are many people that I'd like to thank for their collaboration in this toolkit.