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anonymous

BorderHouse: A blog about diversity in gaming - 0 views

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    "The Border House is a blog that celebrates diversity in gaming from a wide variety of cultural angles. We aim to be a friendly space for women, feminists, people of color, gay, lesbian, transgender individuals, those with disabilities, and any other marginalized group and their allies to read news and opinion on and discuss video games, MMORPGs, virtual worlds, and social media. Our goal is to provide up to date relevant news and opinion journalism without cultural bias and using a feminist lens."
anonymous

Why exploring Virtual Worlds is a goal, not information driven « - 0 views

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    First things first. Get into a World that has epic goals with massive emotional, social and cognitive domains. Following that experience, Second Life might actually mean something. Secondly - more information wrong, have more goals that are relevant to what you're looking into.
anonymous

Kids, Video Games, Posture & the Nervous System « Linda Stone - 0 views

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    "The way we breathe is central in regulation of attention and emotion, cognition and memory, and social and emotional intelligence."
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

Pushing buttons: How video games are changing our world - CBCNews.ca - 0 views

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    The future of video games is social.
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

In praise of video games: Why World of Warcraft is good for you | The Economist - 0 views

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    "The scientists conclude that video-game players develop an enhanced sensitivity to what is going on around them, and this may help with activities such as multitasking, driving, reading small print, navigation and keeping track of friends or children in a crowd."
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