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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.

The 8 Core Drives of Gamification (#4): Ownership and Possession The 4th Core Drive of Gamification Ownership and possession, the fourth core drive in my Gamification Framework Octalysis , is based on the principle that because you own something, you want to take care of it and improve it. In addition, you will also want to possess more of it. Ownership and possession is position to the far left of Octalysis, and therefore represents the core drive which exhibits the strongest influence of Left Brain or analytical thinking. Here, decisions are based on more logical, calculating thought and the desire for possession as the primary motivating factors. This is seen a lot in games that have virtual goods. Because of that, you want to constantly invest more time and energy into expanding your farm by getting more cows, getting more fruits, but also buying items such as stables that you could put your horses in or grooming services to make them look “prettier.” Ownership Ownership in the Workplace Ownership on the Web Protection Collection Sets Earned Lunch

Le choix du numérique : un devoir et une opportunité pour l’Ecole Le Conseil national du numérique (CNNum) a lancé en juin 2011 une réflexion sur la place du numérique à l’Ecole et sur les conditions de son développement. Le groupe de travail qu’il a constitué a auditionné plus de 50 personnalités du monde de l’éducation, de l’édition et du numérique. Le CNNum présente aujourd’hui ses recommandations sur ce sujet central pour la société. Près de 100 000 écoliers sortent tous les ans du CM2 sans maîtriser les compétences de bases. Le potentiel offert par le numérique reste encore très peu exploité, comparé à tous les autres champs de l’activité humaine, alors qu’il pourrait être un puissant facteur d’amélioration des processus pédagogiques et de l’organisation du système éducatif. Quelques chiffres le démontrent : L’acquisition d’une culture du numérique et la maîtrise de ses outils sont aujourd’hui nécessaires à une insertion réussie dans la société et la vie active, qui est l’une des missions premières de l’Ecole Une gouvernance régionale plus adaptée

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.

Choice theory Choice theory may refer to: rational choice theory, the mainstream choice theory in economics; it's the "heart" of microeconomics non-standard theories are in their infancy and mostly the subject of behavioral economicssocial choice theory, a conglomerate of models and results concerning the aggregation of individual choices into collective choicesGlasser's choice theory, a psychological theory used in some brands of counseling Le jeu sérieux en éducation et en formation Certains pensent même que les joueurs peuvent sauver le monde. Cette idée, apparemment saugrenue, est promue par Jane McGonigal. Sa thèse est que la " réalité est brisée " et que les solutions, nécessairement complexes, seront élaborées par des joueurs rompus à affronter des difficultés énormes, à s'allier pour cela, à ne rien lâcher avant de vaincre. McGonigal appuie son raisonnement sur l'observation des joueurs qui font le succès de World of Warcraft et autres jeux massivement multi-joueurs (qu'on désigne sous l'acronyme MMORPG). Un jeune Américain, selon les études, consacrerait 10 000 heures de sa vie à jouer... et 10 080 heures à l'école et aux travaux scolaires. Il s'agit donc d'une durée d'activité considérable, pendant laquelle il acquiert et utilise diverses compétences (stratégie, collaboration, analyse...). Tous ces joueurs commencent à se présenter aux portes des entreprises. L'école quant à elle, s'ouvre lentement, très lentement au serious game.

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!

The 8 Core Drives of Gamification (#5): Social Pressure & Envy For a video walk-through, check out: Episode 14, Social Influence & Relatedness+ Social Influence and Relatedness is the fifth core drive within my Gamification Framework Octalysis, which is related to activities inspired by what other people think, do, or say. This Core Drive is the engine behind themes like mentorship, competition, envy, group quests, social treasures and companionship This Core Drive also includes the “Relatedness” part, which deals with things like attachment to emotional associations and the feeling of nostalgia. Social Influence & Relatedness is a Right Brain Core Drive that bases its success off the common, and sometimes inevitable human desire to connect and compare with one another. With the proliferation of new social media tools and platforms, more and more companies are working on optimizing Core Drive 5: Social Influence & Relatedness during the Discovery and Onboarding Process Mentorship (Game Technique #61) Mentorship as a Booster to Customer Support

Le Serious Game au service de l’education thérapeutique de tous CCCP, développeur de solutions Serious Game au service de la santé, a lancé lundi 9 janvier 2012 LudoMedic.com, la plateforme médicale vidéoludique gratuite. Trois jeux sont d’ores et déjà disponibles pour les enfants de 6 à 14 ans et leurs parents. Au travers de ces trois aventures à l’hôpital, ils découvrent l’univers hospitalier, ceux qui le peuplent (personnel soignant et non-soignant), et les soins qui leur seront prodigués. Des animations didactiques et mini-jeux ponctuent l’aventure afin de transmettre les informations jugées essentielles par les partenaires hospitaliers de CCCP, et ce de manière ludique. Les trois parcours de soins traités actuellement sont : l’IRM, la chirurgie pédiatrique, et la chimiothérapie. Ils informent enfants et parents sur les procédures médicales, dédramatisent l’hospitalisation, et offrent un support de dialogue innovant aux pro- fessionnels de santé. Pour jouer : www.ludomedic.com

selfdeterminationtheory.org - An Approach to human motivation & personality Moral hazard In economic theory, a moral hazard is a situation where a party will have a tendency to take risks because the costs that could result will not be felt by the party taking the risk. In other words, it is a tendency to be more willing to take a risk, knowing that the potential costs or burdens of taking such risk will be borne, in whole or in part, by others. A moral hazard may occur where the actions of one party may change to the detriment of another after a financial transaction has taken place. Moral hazard arises because an individual or institution does not take the full consequences and responsibilities of its actions, and therefore has a tendency to act less carefully than it otherwise would, leaving another party to hold some responsibility for the consequences of those actions. Economists explain moral hazard as a special case of information asymmetry, a situation in which one party in a transaction has more information than another. Examples[edit] History of the term[edit]

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