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anonymous

PMOG | Passively Multiplayer Online Game - 0 views

shared by anonymous on 08 Nov 10 - Cached
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    This game allows you to leave traps or gifts on any web page. You can also take missions across the internet, discovering new content while leveling up.
anonymous

The Escapist : Achilles' Phat Lewtz (or, how mmorgs are like the Illiad) - 0 views

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    "When Achilles opts to sit out because his guild leader Agamemnon decides to take away a piece of Achilles' phat lewtz even though Achilles had spent the DKP to get it (see Book 1 of the Iliad"
anonymous

Do prisoners need PlayStations? | Society | guardian.co.uk - 0 views

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    "most of the time that people spend in our prisons is wasted time - bang-up is the most abundant commodity in the prison system. So the prison service has to provide some means of helping the thousands it confines not to go mad - or worse, to become uncon
anonymous

Game review: Free Realms for PC | Technology | guardian.co.uk - 0 views

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    Tiered membership means you'll come across items and quests only available if you sign up, but even so, this game has more than enough quality free play experiences to keep you entertained.
anonymous

The Hand Eye Society » Canzine Artcade 2009 - 0 views

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    "Mark and Rose showed people the wild fun to be had attaching balloons to buses with Gary's Mod, and Davin invited people to draw their own videogame character which he then animated in front of their eyes"
anonymous

Why playing in the virtual world has an awful lot to teach children | Technology | The ... - 0 views

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    "A YouGov poll has suggested that computer games can damage children's ability to communicate, but Tom Chatfield argues that gaming imparts a range of new, vitally important skills"
anonymous

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."
anonymous

15 Minutes of Fame: Learn to game, to game to learn | Educators in WOW - 0 views

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    "We've spoken with other groups of academics who band together in guilds, and they don't always progress very far or become truly embedded into WoW's player culture. Is Cog Diss actively raiding? "
anonymous

Ian Bogost - Art History of Games: Video - 0 views

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    "Back in February, Georgia Tech Digital Media and SCAD Atlanta held the Art History of Games conference, which I organized along with Michael Nitsche and John Sharp. We had an amazing group of speakers as well as an opening for three commissioned games"
anonymous

Richard A. Bartle: Early MUD History - 0 views

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    "The very first MUD was written by Roy Trubshaw in MACRO-10 (the machine code for DECsystem-10's). Date-wise, it was Autumn 1978. The game was originally little more than a series of inter-connected locations where you could move and chat."
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

Terra Nova: LOTRO F2P Seems to Be a Success - 0 views

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    The question is, will you get enough revenue? By opening the door, will you get enough new people that the nickle-and-dime revenue strategy makes up for the loss of good, solid, almost-guaranteed subscriptions?
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.
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  • 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

[toolkit] Games for Change (G4C) -- Resources - 0 views

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    "So you want to make a game for change? Congratulations and welcome!"
anonymous

The Perfect Ten: Weird staples of every fantasy MMO - Massively - 0 views

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    Giant spiders, skimpy armor, no bathrooms, kill ten rats ... and others
anonymous

Why are so many game developers opposed to gamification? - Quora - 0 views

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    "Overall, if you really want to "gamify" something, you should ask yourself "how do I make it more fun?" instead of "how do I get people to use it compulsively?""
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