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Garrett Eastman

Design Strategies for Youth - F ocused Pervasive Social Health G ames - 0 views

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    Abstract: "Adolescent obesity is an increasing challenge, and pervasive social health games hold much promise for promoting sustained healthy behaviors. Researchers and d esigners of these systems have many potential theories and existing best practices at their disposal. Our study, grounded in participatory design, shows which ones matter - both for pervasive social health games and within the cultural context of a community we studied over the course of three years. We worked with 112 US middle school students from a lower - income community in a series of participatory design exercises focused on social rewards for everyday physical activity. In our analysis, we discuss design implications in four key areas : social presence, gender effects, incentives and competition. We show how these themes manifested in students' designs and why they were particularly important to our participa nts. We then use our findings to suggest design strategies for youth - focused pervasive social health games."
Garrett Eastman

A User-Centered Theoretical Framework for Meaningful Gamification - 0 views

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    Abstract: "Gamification is the "use of game design elements in non-game contexts" (Deterding et al, 2011, p.1). A frequently used model for gamification is to equate an activity in the non-game context with points and have external rewards for reaching specified point thresholds. One significant problem with this model of gamification is that it can reduce the internal motivation that the user has for the activity, as it replaces internal motivation with external motivation. If, however, the game design elements can be made meaningful to the user through information, then internal motivation can be improved as there is less need to emphasize external rewards. This paper introduces the concept of meaningful gamification through a user-centered exploration of theories behind organismic integration theory, situational relevance, situated motivational affordance, universal design for learning, and player-generated content."
Garrett Eastman

Adding Achievements to Tutoring Applications - 0 views

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    Design for using "game-like-achievements" based on research in public school classrooms
Garrett Eastman

Sanctions, Punishment, and Game Design: Designing MMORPGs for Fair Treatment of Players - 0 views

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    "paper discusses the question of how game designers can keep their games fair when adding collaborative content and rewards. The paper presents findings from World of Warcraft in-game chat transcripts and data gathered through an online survey that was placed online for approximately 9 months during 2010. From the chat transcripts, we find that players sometimes do abuse mechanisms for collaborative content, which displeases the other players involved. We also find that players believe that there needs to be some kind of sanctioning mechanism to players that abuse grouping mechanisms. Finally we present suggestions to game designers on how to create sanctioning mechanisms based on human cooperation research."
Garrett Eastman

Framework for Designing and Evaluating Game Achievements - 0 views

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    From the abstract: "This paper presents a framework for evaluating and designing game design patterns commonly called as "achievements". The results are based on empirical studies of a variety of popular achievement systems. The results, along with the framework for analyzing and designing achievements, present two definitions of game achievements. From the perspective of the achievement system, an achievement appears as a challenge consisting of a signifying element, rewards and completion logics whose fulfilment conditions are defined through events in other systems (usually games). From the perspective of a single game, an achievement appears as an optional challenge provided by a meta-game that is independent of a single game session and yields possible reward(s)." Presented at DiGRA 2011 Conference: Think Design Play.
Garrett Eastman

who killed videogames? (a ghost story) | insert credit - 0 views

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    A dystopia based on investigation into behavioral economics that envisions video games that are "compelling" and addictive but not fun and rewarding
Garrett Eastman

All the World's a Game, and Business Is a Player - NYTimes.com - 0 views

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    "gamification, a business trend - some would say fad - that aims to infuse otherwise mundane activities with the excitement and instant feedback of video games. "
Garrett Eastman

Adaptive Agent for Player-Specific Fitness and Health Incentives in Mobile Location Bas... - 0 views

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    As the game models player behavior it can use that data to encourage desired behavior, specifically for wellness apps
Garrett Eastman

Targeting Gamification Applications to Increase User Participation - 0 views

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    Abstract: "More and more (IT-)suppliers of- fer services to implement gami cation in their customers' organizations [2]. What should be considered when start- ing such a project? What are critical success factors to get users involved? This paper is aimed at identifying ways to improve user involvement, speci cally by target- ing a target audience by its demographics. It aims to do so through literature research and interviews about com- pleted projects. The goal of this research is to add an overview of not only the aforementioned success factors but also a view on if and how they are applied."
Garrett Eastman

Gamification - Coursera - 0 views

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    Date to be announced. Taught by Kevin Werbach, University of Pennsylvania. Description: "Gamification is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges. This course will teach you the mechanisms of gamification, why it has such tremendous potential, and how to use it effectively.
Garrett Eastman

Sony patent encourages MMO players to meet in real life - 0 views

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    "Meeting new friends through the world of massively multiplayer games is all well and good, but Sony seems to think MMO players need a little bit of help interacting with each other in the real world. They're so concerned about it, in fact, that they've patented a method for "coordinating real-world gatherings to promote online community.""
Garrett Eastman

The Gamification of Learning and Instruction - 0 views

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    Excerpts available on Google Books, published in May 2012. Praise for The Gamification of Learning and Instruction"Kapp argues convincingly that gamification is not just about adding points, levels and badges to an eLearning program, but about fundamentally rethinking learning design. He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples."
Garrett Eastman

A Platformer Game in Flash Self Defined Project - 0 views

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    "This project involves developing an action-platformer game for the Flash platform. The user controls a character who must progress through levels, while avoiding obstacles, collecting items and fighting many types of enemies. Role-playing game elements such as equipment and upgrades support user customization and varied battle strategies. Developing a successful Flash game involves several factors. Flash games must be simple to get into, yet rewarding to play in both short and long sessions. Flash games must be accessible to a wide audience; both in terms of user preferences and technical limitations. Finally, Flash games must offer something unique to stand out from the crowd, in a market where hundreds of free games are published every month. This report covers the research, design and implementation done to achieve these requirements, in terms of game mechanics, interface, level design, visual design, accessibility options, and replay value. Technical challenges include building, testing and optimizing a game engine and interface from scratch, balancing the game mechanics and difficulty, and structuring the whole development process in a way that enables easy creation of new content. In addition to game design and development, this project also deals with the business aspects of developing online games; how games generate revenue, how they are marketed and distributed, and developing trends in the consumer market. Project success in different areas has been evaluated through usability studies, user ratings and reviews, and vast quantities of usage and distribution statistics. Overall, the project has been a success in terms of user reception and generated revenue, and the final section of this report includes plans for a second game, utilizing and building upon the same game engine and mechanics."
Garrett Eastman

The place of game-based learning in an age of austerity - 0 views

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    "Abstract: Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and they can motivate users, using challenges and rewards, competition and mystery. Above all, computer games provide safe spaces in which learners can play, explore, experiment, and have fun. However, finding appropriate games for specific educational contexts is often problematic. Commercial entertainment games are designed for enjoyment, and may not map closely to desired learning outcomes, and the majority of educators do not have the time or specialist expertise to create their own games. Computer games are expensive to purchase or produce, and learners, particularly busy adult learners, need to be convinced of their effectiveness. So while there are many theoretical benefits to the use of computer games for learning, it given the increasing economic constraints in education, their use may simply not be practical. This paper presents three alternative ways in which the theory and practice of computer games can be applied to education, without the expense. First, the option of developing simple and cost-effective games with low technical specifications, such as alternate reality games, or using virtual worlds or one of the growing number of accessible game-builder toolkits to create educational games, will be explored. Second, learning from games rather than with them is discussed, examining game techniques that naturally enhance learning, and embedding those elements in traditional teaching practices. Third, the paper presents the option of giving learners agency as game creators rather than simply players, so that it becomes the process, not the product, which facilitates learning. The advantages and drawbacks
Garrett Eastman

Social Game Design: Monetization Methods and Mechanics - Tim Fields, Brandon Cotton - G... - 0 views

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    Preview in Google Books
Garrett Eastman

Learning Games for Programming - 0 views

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    "In this thesis we present the design and evaluation of a learning game based on the concept of 'stealth learning' and the theory of constructivism, which provides an early introduction to basic programming concepts and procedural literacy to children from 10 years upwards, attempting to provide the highest possible degree of immersion. The evaluation involves a number of tests verifying usability, immersion and motivation, and an attempt to test the transferability of the ingame acquired knowledge to reading pseudocode, the results of which, triggered further reflection on the possibility of adding new layers of complexity and embedding evaluation of learning within the game experience."
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