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.
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. 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.
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! 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
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.
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.
How to Effectively Use Gamification in Education with Moodle About ETR Community EdTechReview (ETR) is a community of and for everyone involved in education technology to connect and collaborate both online and offline to discover, learn, utilize and share about the best ways technology can improve learning, teaching, and leading in the 21st century. EdTechReview spreads awareness on education technology and its role in 21st century education through best research and practices of using technology in education, and by facilitating events, training, professional development, and consultation in its adoption and implementation.
Gamification Wiki Gamification is a business strategy which applies game design techniques to non-game contexts to drive user behavior. According to a Gartner Research Report, it is estimated that by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. By the end of 2014, Gartner predicts that over 70 percent of Global 2000 organizations will have at least one "gamified" application, and that "gamification is positioned to become a significant trend in the next five years." The gamification market is expected to reach $5.5B in 2018. Gamification has been picking up major momentum and has gained support from industry heavy weights such as such as Bing Gordon, Al Gore, J.P.
Enterprise Gamification Consultancy - Start Patience is a rare commodity these days, as we live in an age of instant gratification. At GamEffective, we've decided not to try and combat this trend, but incorporate it in to the way organizations work, to their benefit. We do this by providing feedback on performance, which has a great impact on employee motivation and performance. We're big believers in real time gamification and in the possibility of being able to know how well you're doing your job at all times. Gamification of Learning Learn how incorporating a sense of play into your classroom or elearning environment can make your content more engaging and help students retain more information. Keyboard Shortcuts Overview Transcript View Offline Exercise Files Released Gamification is an underutilized element in instructional design, but it's crucial to engaging today's learners and enabling content mastery. In this course, professor, instructional game designer, and author Karl Kapp lays the foundations of the theory, provides examples of gamification in three real-world learning scenarios, and breaks down the dynamics of gamification (aka what makes games fun!)
Students and Employers Benefit in Real World PBL By Dawne Adams and Robin Willner The Pathways in Technology Early College High School (P-TECH) 9-14 model launched in Brooklyn, New York in 2011. Serving every region and major industry in New York State with 38 schools for fall 2016, it re-imagines the pathway for students to complete their first college degree and step into a middle career. From the first, PBL has been a critical program element for P-TECH, offering students the opportunity to master professional skills for the workplace while assuring that every student, regardless of their academic preparation, will master rigorous academic and technical skills. As P-TECH scales, school leaders and their employer partners are pushing PBL to a new level that motivates students and generates community support with Workplace Challenges.
Game Based Learning: Serious Educational Play There is a common misperception that game based learning is about what has been labeled as “edutainment” or “chocolate-covered broccoli.” There is a fallacy underlying these sorts of games that goes like this: Students like gamesGames have levels and mechanics and pointsIf we add these things to learning content, students will like the content Not so much. In edutainment games, the game mechanics are completely divorced from the learning goals. For instance, the game might ask you to pop bubbles to demonstrate your knowledge of addition facts – what the student wants to get good at are the mechanics, bubble popping, but what the game wants the student to learn is math.