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April H.

From Game Design Elements to Gamefulness: Defining Gamification - 2 views

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    "Thus, in this paper we investigate "gamification" and the  historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.
April H.

I Have No Words & I Must Design: Toward a Critical Vocabulary for Games (PDF) - 1 views

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    "To understand games, to talk about them intelligently, and to design better ones, we need to understand what a game is, and to break "gameplay" down into identifiable chunks. We need, in short, a critical vocabulary for games."
Richard Smyth

Chris Bateman -- philosopher, game designer, author - 0 views

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    Can't remember how I got to this... might have been through somebody at the Games MOOC!
sbriere

Make An Alternate Reality Game! - 4 views

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    "Make An Alternate Reality Game! by Jane McGonigal on Jun 04, 2008 Tips for young game designers."
April H.

Sculpting Flow and Fiero : Daily MTG : Magic: The Gathering - 1 views

    • April H.
       
      This sounds suspiciously like training to me; well, everything except for the "voluntary" part.
  • What this means for you as a game designer is that if you're going to ask people to do voluntary work, you have got to make sure they're getting something out of it.
  • play," for which my favorite description is "intense, optimistic engagement with the world around us."
  • ...6 more annotations...
  • central to the flow experience were three factors: clear goals, rigidly defined rules of engagement, and the potential for measured improvement in the context of those goals and rules.
  • If flow represents the height of the human capacity to learn?and therefore to triumph?fiero is the payoff that happens once we do that.
  • The root of that meaning is the fiero impulse, which inspires optimism by evincing mastery?and mastery helps us feel capable of meeting the most intense challenges of our lives.
  • you're always aware of the system inside which you operate, what you can and cannot do. That's vital to create flow. In real life, we're not always confident about how we can act to affect our environment, and that makes us feel lost and helpless. In a system of clearly defined rules of interaction, we feel capacitized and imbued with agency.
  • Fiero, to me, is driven by the desire to participate in something epic, something imbued with narrative significance.
  • They evoke real human emotions in ways other art forms address, but occasionally cannot touch.
April H.

BBC - Future - Technology - Gamification: Is it game over? - 0 views

  • Only last year, the US-based analysts Gartner predicted that 70% of the world's top 2000 companies will be using gamification in some form by 2014.
  • By 2014, it predicts that 80% of gamification applications will fail to deliver “because of poor design”.
    • April H.
       
      Just because Gartner said businesses were going to use gamification doesn't automatically mean that it would be effective.
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    This BBC article looks at gamification and it looks at how gamification is overused or used without understanding the underlying principles of game mechanics.
Magister P Piantaggini

Week 2 Mobile Apps and Horizon K-12 - 1 views

The prompts for this week's discussions have been hard for me to contribute to on account of A) not playing mobile games myself, and B) not having a great deal of smartphones in my cooperating teac...

#gamemooc week2

started by Magister P Piantaggini on 30 Mar 13 no follow-up yet
deelynn

CSI - 0 views

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    Here's an AR game designed by Denise Bressler using ARIS. It is for middle school kids and is called School Scene Investigators.
Tanya Sasser

I Have No Words & I Must Design - 0 views

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    Addresses common characteristics of games
April H.

4 Keys to Fun (jpg) - 1 views

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    "Best selling games use emotion from four types of interactions to capture attention and motivate play."
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