Massively Overthinking: Let’s take the classic Bartle test – Massively Overpowered Here’s something you probably didn’t know: Online worlds researcher Dr. Richard Bartle didn’t actually write the Bartle test. His original research explored, analyzed, and defined the four player archetypes — killer, socializer, achiever, and explorer — but the test based on that paper was created a few years later by Erwin Andreasen and Brandon Downey and named in his honor. We’ve been talking a lot about Bartle’s ideas’ relevance to modern MMOs in the last month or two, so I thought it would be fun to ask the Massively OP staff and readers to take the test, share their results, and talk about what it all means in this week’s Massively Overthinking. There are, of course, some caveats. First, the Bartle test as once hosted on GamerDNA has been toast for many months now.
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Top 10 Best Video Game Spinoffs Video Game spinoffs aren't actually as common as you might think. Sure, games have tons of sequels, but those don't really count, and mashups like Marvel vs. Capcom or Super Smash Bros. are in a category of their own. To be a spinoff, a game has to be totally separate from the main series, with a totally separate story or set of mechanics that is still somehow related to the original line.
Bartle's Taxonomy of Player Types (And Why It Doesn't Apply to Everything) Richard Bartle co-created MUD (Multi-User Dungeon), the text-based precursor to today's MMORPGs, while studying at Essex University. He ended up formulating the theory that all MUD players could be broken down into four main types: killers, achievers, explorers, and socializers. This theory has since been used in all sorts of game design situations where it doesn't apply - let's look at what exactly it does tell us. MUD is a text-based adventure game (no graphics at all, only text) that had the then-unique attribute of being able to be played alongside other human players. It was one of the first online persistent worlds created, and you can still grab a MUD client today, connect to a server and play.
Dimensions of Creativity: Originality Originality: ability to generate a product or idea that is unique or very unusual, unexpected, first of its kind. E.g. oxymorons, juxtapositions, unprompted shifts in time/place/role/capabilities, unique combinations Originality is the pinnacle of creativity. Often it is a someone's spontaneous originality that makes us call him/her "creative." What is Gamification? Gamification is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals. Gamification taps into the basic desires and needs of the users impulses which revolve around the idea of Status and Achievement. The research company Gartner predicts that by 2015, a gamified service for consumer goods marketing and customer retention will become as important as Facebook, eBay, or Amazon, and more than 70% of Global 2000 organizations will have at least one gamified application.  History The oldest example of gamification are Frequent Flyer Programs that airline companies offer as a part of their customer loyalty programs.
Emergent learning and learning ecologies in Web 2.0 Special Issue - Connectivism: Design and Delivery of Social Networked Learning Roy Williams University of Portsmouth, UK Regina Karousou Independent Educational Researcher, UK Video Game Design XSeries Program Overview Imagine what it would be like to turn your love of playing video games into a career. What skills would you need to become a successful video game designer, and what job opportunities could you pursue in the industry? In this XSeries, those questions and more will be answered by Rochester Institute of Technology’s Game Design and Development faculty and the director of the International Center for the History of Electronic Games at The Strong National Museum of Play. You will learn how various roles within the video game design discipline work together, helping you dive deeper into your area of interest and the career paths available.
Read Local, Think Global on Education Global education is abuzz with the new insights and improved practices of creative thinkers and on-the-ground practitioners who are implementing innovative solutions to education challenges everywhere. Every day education stakeholders around the world share ideas and inspiring stories through articles, blog posts and research, but these sources remain too dispersed and often fail to reach a wide audience. The WISE ed.review aims to bring these important ideas, perspectives, and trends together in one place, as a key channel for quality, useable information and latest news on education with an emphasis on innovation.