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The collected game design rants of Marc LeBlanc

The collected game design rants of Marc LeBlanc

http://8kindsoffun.com/

Related:  Education, games and gamificationGame Design Theory: Game-play ExperienceGame Programming

Conundra Ltd - Home Page Welcome to Conundra's website! Conundra is a UK-based consultancy specialising in "Gamification". This means: we help manufacturers evolve their electronic devices into entertainment platforms. We then help them design, build and run industry partner programmes around new collaborational business models. For these emerging platforms, we can also source, adapt or co-develop games and entertainments. Moore's Law means that, soon, every device will become a game.

Game Design: 8 kinds of fun A game is a set of rules that determines what the players involved can and can not do. So how to you make a set of rules into something that is "fun"? This is what all game designer and makers should ask themselves. Yours truly, back in 2011 was a computer science/ digital media student and came across the theory of "fun" which hopes to address the above question. There is also a video of the lecturer explaining the 8 kinds of fun at the end of the tutorial. The following is a breakdown with examples but more stuff relating to game design can be found at 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. 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.

Gamification of Education Many worry that the gamification of education movement can't and won't teach anything, but instead will just test prior knowledge. This narrow view is one possible outcome, but certainly not what Jane McGonigal seems to have in mind when speaking of the potential of games. John Hunter's World Peace Game is the pinnacle of gamification in education and it doesn't even include technology (yet). Why Behavior Change Apps Fail To Change Behavior Editor’s Note: Nir Eyal writes about the intersection of psychology, technology, and business at NirAndFar.com. Follow him @nireyal. Imagine walking into a busy mall when someone approaches you with an open hand. “Would you have some coins to take the bus, please?”

Rhino - Educational Pricing Single‑user Full-featured commercial software at a discount. For students, faculty (teachers, instructors, and professors), staff, and schools only (proof of status is required). One per student or faculty member. Gamification in Education: Top 10 Gamification Case Studies that will Change our Future New to Gamification? Check out my post What is Gamification & my Gamification Framework: Octalysis Education Gamification in Action. Flow, Player Journey and Employee Satisfaction - Andrzej's Blog What follows is an exploration of what happens when you start to map player journeys in games onto Flow theory and then try to bring that into the workplace. Just for fun! It was inspired by Mr Scott Golas after seeing last weeks post on relatedness.

Top 25 Best Examples of Gamification in Business Gamification is used by brands to motivate employees, create healthy competition among teams, generate buzz or social proof, and encourage customer loyalty, among other benefits. With a variety of techniques – some easy to implement, some requiring advanced planning, coding, or technical expertise – any business can use gamification to get better results, no matter what your goals. These 25 examples of gamification in business run the gamut for potential uses, but brands are coming up with innovative ways to incorporate game-like features into ordinary activities every day. Listed in no particular order of importance, these 25 stellar uses of gamification are sure to spark some creativity and get your competitive gears turning for ways to put the fun back in business. 1.

Real-Life Skills We Learn From Gaming “Video games are a waste of time”. If you’re a gamer, you’ve probably heard this sentence many times throughout your life, often from a partner who’s upset they’re not getting enough attention. Of course, this isn’t the only instance where one might hear the phrase. Parents, teachers, and just non-gamers in general are fond of belittling our favorite pastime. chapter1 What You Should Know Before You Begin It might help if you know a bit about Python programming (or how to program in another language besides Python) before you read through this book; however even if you haven’t you can still read this book anyway. Programming isn’t nearly as hard as people think it is. If you ever run into some trouble, you can read the free book “Invent Your Own Computer Games with Python” online at or look up a topic that you find confusing on the Invent with Python wiki at You don’t need to know how to use the Pygame library before reading this book. The next chapter is a brief tutorial on all of Pygame’s major features and functions.

Global Development Professionals Network When presented with the choice of escalator or stairs, most of us chose to queue up for the escalator, even though walking up the stairs is better for our health. But what would you do if the staircase was a giant piano? A “fun theory” experiment tried exactly that and found that 66% more commuters opted for the stairs over the escalators, proving that fun can be a motivating factor for improving health. Changing people’s behaviour for the better is part of what public health aims to achieve. Several health projects are already incorporating fun theory. The Origins of Flow As a reader of MP, there's a decent chance that you're already familiar with the concept of "flow" championed by positive psychologist Mihaly Csikszentmihalyi (pronounced like this, not this). If you aren't up to speed on it, fear not; I'll go into the details in just a moment. The notion is immensely popular among game designers and theorists, whether they want to leverage games' power to put us into a flow state to pursue social good, are using psychophysiological tools to quantify flow and keep players in it, or simply using it as the blueprint for good game design. But as much as the games community wants to take flow as its own, there's more to the story. I finally sat down and read Csikszentmihalyi's principal book on the topic, and the truth of the matter is that "flow" is much more than a gaming concept.

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