WoWinSchool Wiki | Collaborative Workspace for Educators - 0 views
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"This is a collaborative workspace for the development of instructional items for the use of the MMORPG, World of Warcraft, in a school setting. Please take a moment to explore the various sections of the site and if you would like to contribute, please email Lucas Gillispie at lucas AT edurealms.com."
Ian Bogost - Art History of Games: Video - 0 views
Richard A. Bartle: Early MUD History - 0 views
Gamasutra - Features - Psychology is Fun - 0 views
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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.
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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.
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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.
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Can't play, won't play | Hide&Seek - Inventing new kinds of play - 0 views
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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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but neither points nor badges in any way constitute a game
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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.
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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.
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