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Ian Bogost

Ian Bogost
Related:  GamificationGame Studies (anglophonie)

9,5 Theses on the Power and Efficacy of Gamification Persuasive Games | Ian Bogost A book about how videogames make arguments: rhetoric, computing, politics, advertising, learning. Videogames are both an expressive medium and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric’s unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost calls this new form “procedural rhetoric,” a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. Contents PrefaceProcedural Rhetoric Politics Political ProcessesIdeological FramesHistory and Democracy Learning

you found me. My #1 goal in life is to see a game designer nominated for a Nobel Peace Prize. I’ve forecast that this will happen by the year 2023. Of course, it’s not enough to just forecast the future — I’m also actively working to make it a reality. In the meanwhile, on the way to that epic win, there are plenty of other achievements to be earned. New York Times Bestselling Author of Reality is Broken Young Global Leader & Davos Speaker World Economic Forum “Top 100 Creative People in Business” Fast Company “10 Most Powerful Women to Watch” Forbes “20 Most Inspiring Women in the World” Oprah Winfrey for O Magazine “10 Breakthrough Ideas in Science” New York Times “10 Best Keynote Speakers in the World” Fora TV “2013′s Entrepreneurial Women to Watch” Entrepreneur Magazine “Top Ten Innovators to Watch” Business Week “The Most Important 50 Game Developers” Game Developer Magazine “The Ambassador Award” Women in Gaming for service to the Game Industry “20 Most Important Women in Videogaming” Gamasutra

Edmunds Dev Blog for gay nerds Gamification: What it means and how you can use it A group of scientists were struggling to solve a thorny problem: They were studying the structure of an enzyme similar to HIV, trying to understand the stability of the enzyme. This is a very hard problem, and traditionally scientists used to run computer simulations to try out various structures to study how stable they were. Since there can be billions of different ways the structure could form, computationally this was a very expensive and very long process. This particular problem had stumped the scientists for over 15 years. Until one of the scientists had a brilliant idea: Evaluating the structure and the stability of the protein was a very intuitive task, something that computers are horribly bad at – but at which humans are very good at. So, they invented a game around it called “FoldIt”, where players could manipulate the enzyme, and would get points if their enzyme was stable. And BAM. Every Product’s Dream So, how can you use it? “Badges” are the most basic technique.

L’histoire des jeux vidéo : sexe, drogue et armes à feu Olivier Mauco, docteur en science politique, s’attaque dans cet ouvrage aux questions politiques et morales qui font souvent l'objet de controverses dans l’industrie du jeu vidéo. Sa position de consultant et de game designer, mais également de joueur, lui confère une place de choix pour traiter de ces problématiques : l’auteur, à la manière des « aca-fans » est impliqué et distancié dans sa recherche. Cette analyse diachronique et évolutive de l’histoire politique des jeux vidéo en France se place du côté des industries créatives, des récepteurs, mais également des médias (généralistes et spécialisés). Dès l’apparition et la commercialisation des premiers jeux vidéo et des consoles de salon, la publicité a joué un rôle dans la perception par le grand public de ces produits de divertissement. La figure du joueur est ce qui va avoir un rôle de « polarisation : logique marchande contre enjeux publics, joueur consommateur contre citoyen institutionnel » [+] Notep. 38. [1]. [2]. [3]. [4].

Jon Radoff Jon Radoff (born September 17, 1972) is an American entrepreneur, author and game designer. His work has focused on online communities, Internet media and computer games. Radoff dropped out to found NovaLink, an early internet service provider.[1] In 1991, while at NovaLink, he created Legends of Future Past, one of the first commercial MMORPGs.[1] In 1997, he founded Eprise Corporation, a creator of Web content management software.[2][3] Eprise went public on the NASDAQ stock market in 2000[4] and was acquired by Divine Inc. in 2001.[5] On September 21, 2006, Radoff founded GamerDNA, a social media company that developing social gaming communities and an videogame advertising network.[6] GamerDNA is now part of Live Gamer. As of March 2010, Radoff was working on a new social game company called Disruptor Beam that would be focused on building games for Facebook.[7][8] In February 2013, the company released Game of Thrones Ascent.[9] Writing[edit] Early career[edit] References[edit]

Opinion: Love, It's Working - Meaning And Action In Games [In this editorial, Gamasutra's Christian Nutt looks at the way games use interaction and escapism -- with real-world parallels -- to see what actions can be meaningful, and what kinds drill down to meaningless button-presses.] I just got back from Ikea. I hate going to Ikea. I hate it because the store's design is intentionally obstructive to navigation, and because, inevitably, it's very crowded. I'm going to assume that the majority of readers, no matter what country they hail from, have been in an Ikea. If not, the short of it is this. If you make it through that maze, you're rewarded with the self-serve furniture warehouse and the checkouts -- and the exit of the dungeon. I'm not the only person who has thought about Ikea this way, it turns out. Like any video game, Ikea has its secrets. The most important secret you will ever learn from playing Ikea is that you can subvert the entire game by taking some advice from Prince: walk in through the out door. People as Obstacles No. Maybe.

HOW TO: Use Game Mechanics to Power Your Business Shane Snow is a regular contributor to Mashable and tweets at @shanesnow. This post was co-authored by Phin Barnes, a principal at First Round Capital, SneakerheadVC and creator of the Xbox game, Yourself!Fitness. He has also served as a consultant to MTV games. Before Foursquare managed to storm social media, GPS friend finders and city guides did in fact exist. Common game elements like points, badges, leaderboards, and levels are proven (and increasingly popular) ways to engage customers and encourage profit-driving consumer behavior. Trip Hawkins, founder of game companies Electronic Arts and Digital Chocolate, says that compelling games need to be “simple, hot, and deep.” Legions of online businesses are following this trend right now as they attempt to integrate game mechanics into their products. Many of the “games” being built in this flurry, however, are certainly not going to be fun. Poor or late planning gives rise to boring (too easy) or frustrating (too hard) games. 1. 2.

Ludology.org (Gonzalo Frasca) Just Another World: Crackdown 2 « Save the Robot In my column You Build Worlds, I talk up the importance of a well-made world by slagging a game that doesn’t have one: Crackdown 2. Why did I pick on Crackdown 2? Because it’s a shallow, silly, slim-budget knock-off of its predecessor. At the same time, it’s also a hoot—a fun, raucous game that I keep coming back to again and again, namely, every time I’m filled with rage and want to blow stuff up. So with this game in mind, let’s consider: Is a believable world as important as creating fun and challenging gameplay? Crackdown 2 takes place in Pacific City, a metropolis that’s going down in ruins and flames. But there’s a fourth group in play here, and that’s the Civilians. Crackdown 2 does not get it right. This begs a question: why are they here? Why are they so dumb? The other sides don’t add up either. As the middle of a trilogy—a scene after the credits suggests there’ll be a third—Crackdown 2 lacks an ending, and so it lacks satisfaction. But let’s go back to the premise.

How Gamification Works - 3D GameLab Instead of courses consisting mainly of textbook learning and lectures, classes built using game mechanics such as badges, experience points, levels and leaderboards, boost student engagement by allowing students to choose from “quests” and progress at their own pace through a series of educational activities. Students are motivated due to personal choice and meaningfulness, real-time feedback, the ability to collaborate or compete, and over time, they learn stay persistent in learning due to prior successes. Quest tasks can range from listening to a podcast, collecting and analyzing real-time data, or watching a short video to partnering with a classmate for discussion or writing a short essay. As students complete each quest, they can level up to new assignments on their journey toward an “A.” More on Quest-Based Learning™, Dr. Understanding Quest-Based Learning™ Infographic on the Gamification Education

Confessions of an Aca-Fan — Henry Jenkins Quinns

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