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A Theory of Fun for Game Design

A Theory of Fun for Game Design
Related:  Education, games and gamification

The collected game design rants of Marc LeBlanc 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's a simplified version of pen and paper role-playing games in that the player has to imagine the world according to the information the Game Master (the server and the writer of the game, in this case) provides. It might appear plain or even boring today, but MUD is significant as one of the first online games - it has been around for 30+ years. Summary of Bartle's player types. Bartle calls it a bandwagon.

World Wide Workshop 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. 10. You'll find that there are a lot of Mario games on this list, and for good reason. 9. Many of you have never played Typing of the Dead before, and, quite frankly, you should be ashamed. Advertisement 8. Dead or Alive Xtreme Beach Volleyball was actually a magnificent innovation in the world of games. 7. Demon's Crest was a magnificent platformer for the SNES (and Gameboy if you count Gargoyle's Quest) that put you in control of Firebrand, the red devil from Ghosts and Goblins. 6. Old timers like me know that the only true Donkey Kong is a game about a man climbing a construction site in an attempt to reach a giant gorilla that kidnapped his girlfriend.

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. Second, while the original test used the term “killers” to refer to PvP players, this particular version of the test uses the word “griefers” instead. That out of the way, here are our scores and comments! Your turn! - An Approach to human motivation & personality Best Gamification Books - Where to start and Why Here's a list I wanted to share with you all on (almost) all the books that you should read if you are to become a gamification expert (still a long way for me, want to join?) So what should I read and is there any order I have to follow? YES! Introduction to Gamification: The very basics - For the win: How game thinking can revolutionize you business (2012) Written by: Prof. Reasons why: A great and inspiring book to get started in Gamification. - Gamification: A simple introduction (2013) Written by: Andrzej Marczewski Reasons why: A book written by an epic win blog´s friend, Andrzej Marczewski, that will answer you questions like: “What is Gamification”, “Why does it work” or “Where to start”. Also recommended… - Game-based marketing: Inspire customer loyalty through rewards, challenges and contests (2010) by Gabe Zichermann - Business Gamification for dummies (2013) by Kris Duggan Before designing, understand why: Happiness & Motivation Written by: Daniel H. Written by: Dr. - Level up!

Center for the Study of Digital Games and Play GameDuell: Online Games - Real People, Real Prizes What is Gamification? Gamification is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals.[1] 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. [2] History The oldest example of gamification are Frequent Flyer Programs that airline companies offer as a part of their customer loyalty programs. Gamification was a term that was first coined in 2003 by Nick Pelling, but did not gain popularity until 2010.[3] The term gamification began to gather interest and a following in 2010 when companies such as Badgeville started using it to describe their behavior platforms. Techniques Game Mechanics Examples See also

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. RIT’s Game Design and Development program is ranked third in the Princeton Review’s “Top Schools for Video Game Design for 2016” and has been in the Top 10 for years.

Digitalmill Certification | The Engagement Alliance By earning your Gamification Design Certification you’ll become part of an elite group of experts on the cutting edge of engagement science. Help organizations transform their marketing and employee engagement strategies, building reward and recognition into their strategic framework. Earning your formal certification helps your partners and employers know that you’ve completed the essential training elements required to build transformative processes and approaches, and couldn’t be easier. The first gamification design course was offered in 2011 at the inaugural GSummit in SF. After many years of experimenting with design frameworks and through extensive discussion and consultation with industry, we’re pleased to announce a new rubric for design certification. LEVEL 1: At this level one should be able to understand the basics of gamification – what it is and isn’t, key examples, the 3 Fs model and core case studies. NB!