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Find the Future at NYPL: The Game

Find the Future at NYPL: The Game
Step 1 Download the Find the Future app to your iPhone (requires iOS 4.0 or later). Also available for Android Step 2 Visit the Library to unlock maps to each Artifact, learn their stories, and scan them with your camera to activate their special Powers. Collect their Powers by touching and holding your screen, and watch your Powers grow.

http://game.nypl.org/#/

Related:  Chasse au trésorGamification

How NASA Plans to Make Astrophysics Fun With an Ambitious Social Game Imagine if government agencies made social games. Who wouldn't enjoy the Federal Reserve's Asset-Backed SecuritiesVille, or the Census Bureau's World of FormCraft? Maybe not. But what about NASA? The Beast (game) An ARG is a game which deliberately blurs the line between the game and the real world. Players investigate the world of the game using the same tools with which they interact with the real world such as websites, email, telephone conversations and even in-person discussions with actors playing game characters. The mantra of The Beast, and most other ARGs, is "This is not a game." When a player reads a character's blog, or looks at his employer's website, or even speaks to him on the phone, the character never indicates that he is anything but what the game says he is, whether that's a professor of biology, a kidnapped child, a DP artist, or a robot bounty hunter.

About Think back to the last time you played a game. What was the game? Why did you choose to play? Lemontree - University of Huddersfield How it works Lemontree automatically gathers information about your activities within the library when you link it to your library card. So when you visit library, when you bring books back or even when you log in to an e-resource, your actions — provided you’ve registered with us —will register on Lemontree and earn you points! During the week Lemontree will show your progress visually. The more you use the library, the hotter your library card gets!

The 5 Most Insane Alternate Reality Games The game took off with a bang when, during the 2007 San Diego Comic-Con, people found "Jokerized" $1 bills that led them to whysoserious.com, a page advertising jobs for Joker henchmen. Those eager to be repeatedly punched by costumed vigilantes and/or murdered by their own boss were instructed to be at a certain spot near the convention center at 10:00 a.m. the next day. Upon going there at the allotted time, players discovered a phone number ... written in the sky.

Forget “Friends” and “Contacts,” Nextdoor Is the Social Network for Neighbors By Nathaniel Mott On July 2, 2012 Do you know your neighbors – and the rest of the ‘hood – as well as you would like? If you’re in the 26 percent of people that don’t know their neighbor’s names, the answer is probably “No.” Nextdoor, a social network for your neighborhood, wants to help solve that problem. Summary 17th November – Games and Gamification in Libraries « #UKLibChat Q1: What does gamification mean? Making games of tasks users have to do for promotional/user experience reasonsBasically game features (levelling up, grinding, quests, achievement etc) added to every day situations.Making real life tasks seem like a gameIt is a term that is used about shop loyalty cardsGamification = introducing game mechanics into everyday situations, behaviour patterns etc.Game= using library assets or content in a game.Post by Brian Herzog about gamifying library fines : Post that talking about game design criteria, and application to libraries Questions raised: Does it only mean computer games?Can the six book challenge be considered gamification of reading experience?Does the carel press reading game count as gamification?

I Love Bees I Love Bees was first advertised by a hidden message in a Halo 2 trailer; players who investigated the titular website discovered that the pages appeared to be hacked by a mysterious intelligence. As players solved puzzles, audio logs were posted to the ilovebees.com site which gradually revealed more of the fictional back-story, involving a marooned artificial intelligence stranded on Earth and its attempts to put itself back together. I Love Bees was a marketing success; 250,000 people viewed the ilovebees website when it was launched in August 2004, and more than 500,000 returned to the site every time the pages were updated. More than three million visitors viewed the site over the course of three months, and thousands of people around the world participated in the game. Game On: Social Media Ideas & Prizes for Libraries « Mr. Library Dude April 5, 2011 by Joe Hardenbrook Businesses have adapted to the social media landscape by offering up prizes and promotions through Facebook, Twitter, Foursquare, and other applications. Libraries, too, have joined in the mix.

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