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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.

Games: Improving Education Educators increasingly recognize the impact of entertainment software and utilize games as a teaching device in a growing number of classrooms and business settings. In doing so, they are embracing the cultural and technological shifts of the 21st century and expanding the use of a favorite leisure activity, computer and video games, into a critical and still-emerging educational resource. More than just play, entertainment software helps impart knowledge, develop life skills and reinforce positive habits in students of all ages. Cognitive Research In addition to being a great way to keep students engaged, researchers have found that video games have real potential as next-generation learning tools. University of Wisconsin education professor Dr. In an effort to maintain this unprecedented momentum, the Department of Education announced in January 2010 that it would provide initial funding for the nonprofit National Center for Research in Advanced Information and Digital Technologies.

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.

Issue 1102, 2011 Interactivity, Inhabitation and Pragmatist Aesthetics by Phillip D. Deen Pragmatist philosophy of art provides an account of aesthetic experience particularly suited to the transactive and immersive qualities of video games and superior to spectatorial and institutional alternatives. It also distinguishes between mere emotion and artistic expression, providing a response to those who assert games cannot be aesthetic. [more] Optimizing Play: How Theorycraft Changes Gameplay and Design by Christopher A. Analyzing the role of theorycraft in optimizing play, this essay argues that theorycraft demonstrates a distinct approach of how to 'play' World of Warcraft, uniting game studies research that focuses on procedural rhetoric and paratexts, while expanding the role of rhetoric for the analysis of games. Bishōjo Games: ‘Techno-Intimacy’ and the Virtually Human in Japan by Patrick W. This paper offers an in-depth analysis of bishōjo games. The Leisure of Serious Games: A Dialogue What is Love?

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!

Computer Games and Instruction || Information Age Publishing There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. REVIEWS"Sigmund Tobias and J. "This is an important book that I can highly recommend for both beginning and experienced researchers in this area, and for anyone who has an interest in computer games and their current and future use to enhance the learning process." CONTENTSPreface.

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 AiGameDev.com | Your Online Hub for Game/AI

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