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SCVNGR's Secret Game Mechanics Playdeck

SCVNGR's Secret Game Mechanics Playdeck
Some companies keep a playbook of product tips, tricks and trade secrets. Zynga has an internal playbook, for instance, that is a collection of “concepts, techniques, know-how and best practices for developing successful and distinctive social games”. Zynga’s playbook has entered the realm of legend and was even the subject of a lawsuit. SCVNGR, which makes a mobile game with real-world challenges, has a playdeck. It is a deck of cards listing nearly 50 different game mechanics that can be mixed and matched to create the foundation for different types of games. I’ve republished the accompanying document below, which should be interesting to anybody trying to inject a gaming dimension into their products. Rght now, that should be a lot of people. SCVNGR’s playdeck tries to break down the game mechanics into their constituent parts. SCVNGR Game Dynamics Playdeck 1. Definition: A virtual or physical representation of having accomplished something. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14.

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Everything I Learned About Game Design I Learned From Disneyland As promised, here are the slides from my GDC talk. We had a "sold out" crowd and I got to meet lots of nice people after the talk. Please share these with your friends and co-workers. Meta-Game Design: Reward Systems that Drive Engagement One of the hottest topics in the Web-meets-Gaming world is metagame design -- the practice of applying game-like reward and feedback systems to non-game applications for the purpose of driving loyalty and engagement. In the physical world, we're surrounded by metagames: Karate belts, scout badges, employee incentive plans, and frequent flyer miles are all reward systems, layered onto an existing activity to drive loyalty and communicate social status. On the Web, metagames peform a similar function. Social networks like MyYearBook and Hi5 let players earn redeemable points by logging in and engaging in various social activities. Foursquare uses points, badges and leaderboards to turn club-hopping into a game-like social experience.

Issue 1001, 2010 Diminutive Subjects, Design Strategy, and Driving Sales: Preschoolers and the Nintendo DS by J. Alison Bryant, Anna Akerman, Jordana Drell Valve: Piracy Is More About Convenience Than Price From the perspective of Valve, software piracy is caused more by convenience than it is by the cost of games. That's according to co-founder Gabe Newell, who recently spoke at the North to Innovation conference in Seattle, giving a very frank and open outline of the modern economics of video games. According to Newell, Russia -- which is often ignored as a market due to its high level of piracy -- is one of Steam's highest grossing countries. "Russia now outside of Germany is our largest continental European market," said Newell, adding that "the people who are telling you that Russians pirate everything are the people who wait six months to localize their product into Russian." "The easiest way to stop piracy is not by putting antipiracy technology to work. It’s by giving those people a service that’s better than what they’re receiving from the pirates," he said.

Richard A. Bartle: Players Who Suit MUDs Richard Bartle[1] MUSE Ltd, Colchester, Essex. United Four approaches to playing MUDs are identified and described. These approaches may arise from the inter-relationship of two dimensions of playing style: action versus interaction, and world-oriented versus player-oriented. An account of the dynamics of player populations is given in terms of these dimensions, with particular attention to how to promote balance or equilibrium. 101 Game Design Principles for Social Media Game design principles are often incorporated into social media (gamification). The reason is that games are downright addictive. Game-like features can increase user engagement — encouraging desired behaviour from customers, partners and employees. Game design is a well developed field. After all, games have been around for thousands of years.

Game mechanics Game mechanics are constructs of rules intended to produce a game or gameplay. All games use mechanics; however, theories and styles differ as to their ultimate importance to the game. In general, the process and study of game design, or ludology, are efforts to come up with game mechanics that allow for people playing a game to have an engaging, but not necessarily fun, experience. Game mechanics vs. gameplay[edit] Gameplay refers to the overall game experience or essence of the game itself. There is some confusion as to the difference between game mechanics and gameplay. Tribeca Film Hackathon: Code As A New Language For Content Creators The Tribeca Film Institute, best known for its annual film festival, wants to teach filmmakers how to code. Starting on December 8, Tribeca is launching the Tribeca Hacks, a nationwide series of hackathons designed to get content creators with varying levels of coding experience to quickly wireframe, collaborate on, and create original interactive projects. Tuition for participants is free; the program is subsidized by the National Endowment for the Arts and the Ford Foundation.

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. Game mechanics for thinking users « Web Worker's (Freak) Anthropology Game mechanics for thinking users Posted by Pietro Polsinelli on November 9, 2010 · 12 Comments Many software applications and web sites that are not commonly understood as games have some aspect that can be described in gaming terms. My point here is that a game design perspective can contribute in usability and functionality also in non gaming context.

Game Design : The Addiction Element What makes a game addictive? In order for a game to become addictive there must be a driving force to keep playing the game. Some reasons behind this are: to finish the game, to compete against others, to master the game's control and interface, to explore the game and getting a high score or equivalent.

'Salinger' and the Future of Multi-Platform Storytelling Filmmakers are increasingly employing apps, graphic novels, games and books to immerse audiences in their narratives (and, of course, to market their films). This digital age asks filmmakers to develop their stories across channels, screens and communities. Let's take a look at some of the ways storytellers are using - and will use - newer platforms to engage audiences. Games

Social Games For Health Behavior Modification Gamification is a topic I have mentioned not too long ago (see this post). Recently I attended a Boston CHI presentation by Chris Cartter called "The Socialization and Gamification of Health Behavior Change Apps." Gamification One thing that Cartter said that sounds right, and may resonate with some of my readers, is that games are fuzzy, not perfect sequential processes. And that is what health behavior changes are more like.

Features - The Designer's Notebook: Difficulty Modes and Dynamic Difficulty Adjustment [In Ernest Adams' latest Gamasutra column, he digs into difficulty levels in games, interestingly suggesting that player-set difficulty can, in many cases, be preferable to dynamic difficulty settings.] I just finished reading a book called Interactive Storytelling, by Andrew Glassner. While the first couple of hundred pages contain useful introductions to both storytelling and game design (for the novice, anyway), the book has some serious flaws and I can't really recommend it.

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