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anonymous

WoW in schools - after school program success | LiveScience - 0 views

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    "Constance Steinkuehler, an educational researcher who organized an afterschool group for boys to play, for educational purposes, the massively multiplayer online role-playing game."
anonymous

WoW Game-Play Motivations | PARC PlayOn 2.0 - 0 views

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    In the survey, participants filled out a motivations inventory, focusing on the 3 main game-play motivations identified in earlier research on MMO players. The table below summarizes what is encompassed by the 3 main components of the model. The Achievement branch focuses on different ways of gaining power in the game. The Social branch focuses on different ways of relating to other players. And the Immersion branch focuses on different ways of being part of the story and game world.
anonymous

WoWinSchool / Writing and Literacy Lessons - 0 views

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    Design a quest chain, based on your experience with other quests in the game. The chain must involve at least two different areas in the zone and have at least five steps. Write all the dialogue that the NPCs involved in the quest would say. Make sure you indicate the quest requirements and the steps involved in the quest. You can research quest chains using one of the online quest helper databases like WoWWiki, Thotbott, etc.
anonymous

the DAEDALUS PROJECT: MMORPG Research, Cyberculture, MMORPG Psychology - 0 views

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    "a long-running survey study of MMO players. It is currently in hibernation mode. There will no longer be updated findings or surveys, but all information accumulated will remain available and comments will remain open."
anonymous

Games for Learning: Contact List of Gaming Educators [Google Doc] - 0 views

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    A list to identify and connect educators (k-12 and up) who are researching and/or using games for learning - in school, out of school and otherwise. Please add your name, contact info and project to this list!
anonymous

Videogames: An untapped source of calm? - CBS News - 2 views

  • "Our research shows that playing relaxing video games puts people in a better mood," said Brad Bushman, a professor of communication and psychology at Ohio State University and co-author of the study.
anonymous

Gamasutra - Features - Psychology is Fun - 0 views

  • oundationally, behaviorism offers us five foundational ingredients for a healthy and balanced reward schedule. Firstly, continuous reinforcement operates just as it sounds. We reinforce a player every single time they perform the behaviors that we'd like to see. We may even reinforce behaviors that get incrementally closer to what we'd like to see, what behaviorists call shaping.
  • Foundationally, behaviorism offers us five foundational ingredients for a healthy and balanced reward schedule. Firstly, continuous reinforcement operates just as it sounds. We reinforce a player every single time they perform the behaviors that we'd like to see. We may even reinforce behaviors that get incrementally closer to what we'd like to see, what behaviorists call shaping.
  • World of Warcraft, regardless of race or class selected. Learn to walk properly, kill efficiently, use skills, loot, sell, etc., and there's no dearth of praise, experience, and cash value. Yet, continuous reinforcement is the first to wear off, because players immediately notice once you've staunched the flow of reward.
  • ...5 more annotations...
  • fixed ratios, or fixed intervals, rewarding only after a set number of correct responses, or rewarding after a set amount of time, respectively.
  • compound reward schedules
  • until there's an extremity-themed reward at the tail end, behaviorism also calls this a chain
  • eeding concurrent reward schedules. They let our brain pick and choose the best way to reward itself. The key to generating fun in the brain of the player is to cater to them. They should always have options for how they want to stimulate themselves.
    • anonymous
       
      the pleasure principle - the design and characteristics of the reward, the pleaure and/or function
  • dopamine, has been shown to have less to do with pleasure than with appetite, or "seeking."
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    "Pleasure first, and then, excuse from pain, shape every move that we will ever make -- so say the behaviorists"
anonymous

Can't play, won't play | Hide&Seek - Inventing new kinds of play - 0 views

  • What we’re currently terming gamification is in fact the process of taking the thing that is least essential to games and representing it as the core of the experience.
    • anonymous
       
      There's also the issue of play. Games offer play. Achievements and points are merely reward structures.
  • but neither points nor badges in any way constitute a game
  • They are the least important bit of a game, the bit that has the least to do with all of the rich cognitive, emotional and social drivers which gamifiers are intending to connect with.
  • ...4 more annotations...
  • Games give their players meaningful choices that meaningfully impact on the world of the game.
  • A world of badges and points only offers upwards escalation, and without the pain of loss and failure, these mean far less.
  • Gamification is an inadvertent con. It tricks people into believing that there’s a simple way to imbue their thing (bank, gym, job, government, genital health outreach program, etc) with the psychological, emotional and social power of a great game.
  • Gamification, as it stands, should actually be called poinstificatio
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    What we're currently terming gamification is in fact the process of taking the thing that is least essential to games and representing it as the core of the experience.
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    Another point here is the importance of "play" - games are designed to offer play in some form or another. Achievement structures are not play but an end object.
anonymous

Terra Nova: A dissertation distilled into a single blog post /cry - 0 views

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    "I recently defended my dissertation at the University of Washington College of Education, and, as you can guess from this post on Terra Nova, it was on learning in MMOGs. Specifically, I looked at the change in raiding practice of a group of World of Warcraft players as I played alongside them for 10 months. Of particular note, my data is from the early days of WoW, spanning the life and death of a Molten Core (and later BWL and AQ40) group that came together out of a multi-guild alliance. We were on a role-play server, which I think is important to note, given the group's shared values and goals of hanging out and having fun over and beyond itemization and progression. "
anonymous

Wonderland: GDC: MMOs, past, present and future - 0 views

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    "Mark K: our definition of MMO is going to change. The line will blur. Xbox Live Achievements. Lots of box games will take on persistent attributes. The way we pay for our games is completely going to change. "
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