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Brett Boessen

The "Rattomorphism" of Gamification | Critical Gaming Project - 3 views

  • the revelation born out in long term studies is that ultimately it backfires. Over time, people engaged in activities that are structured by and sustained through operant conditioning grow to resent or hate those activities, and their creativity in approach as well as their productivity declines.
  • Ian Bogost has done an excellent job identifying gamification rhetoric as bullshit, and suggesting many of its products are exploitationware. In light of Kohn’s work we are compelled to add that the logic of gamification is the logic of corrosion
  • If the goal is to get users to simply DO something, then the logic of gamification may not read as corrosive – just effective
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  • But if quality of action, emotional engagement, and development over time matter at all, we should be concerned about the corrosive conditioning the techniques of gamification entail
  • The problem is that there is no such thing as a “game layer,” if we understand “game” to mean something more than an assemblage of techniques we find in games
  • What we are really talking about here is more like a “reward layer,” or more abstractly, an activity “feedback layer” that draws its inspiration from techniques associated with games, and thus evokes expectations of gameplay
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    The final bit is what I said to Bogost when he was in town earlier this year, shortly after his post in the link. If there's an upshot to "gamification" as a movement and idea, it's that our feedback systems are woefully underdesigned. Not everything needs to be made "fun," but clear goals and feedback could make a lot of things less un-fun.
Brett Boessen

Why I Blog - Andrew Sullivan - The Atlantic - 4 views

  • For a long time, columns were essentially monologues published to applause, muffled murmurs, silence, or a distant heckle. I’d gotten blowback from pieces before—but in an amorphous, time-delayed, distant way. Now the feedback was instant, personal, and brutal.
    • Brett Boessen
       
      Instant Feedback -- blogging is the gamification of authorship?
  • The form was more accountable, not less, because there is nothing more conducive to professionalism than being publicly humiliated for sloppiness.
  • The blog remained a superficial medium, of course. By superficial, I mean simply that blogging rewards brevity and immediacy
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  • the key to understanding a blog is to realize that it’s a broadcast, not a publication. If it stops moving, it dies. If it stops paddling, it sinks.
  • But the superficiality masked considerable depth—greater depth, from one perspective, than the traditional media could offer. The reason was a single technological innovation: the hyperlink.
  • in reading it on paper, you have to take the columnist’s presentation of the material on faith, or be convinced by a brief quotation (which can always be misleading out of context).
  • a hyperlink to the original source transforms the experience.
  • A blog, therefore, bobs on the surface of the ocean but has its anchorage in waters deeper than those print media is technologically able to exploit.
  • The blogger
  • a node among other nodes, connected but unfinished without the links and the comments and the track-backs that make the blogosphere, at its best, a conversation, rather than a production.
  • If you compare the meandering, questioning, unresolved dialogues of Plato with the definitive, logical treatises of Aristotle, you see the difference between a skeptic’s spirit translated into writing and a spirit that seeks to bring some finality to the argument.
  • Perhaps the greatest single piece of Christian apologetics, Pascal’s Pensées, is a series of meandering, short, and incomplete stabs at arguments, observations, insights. Their lack of finish is what makes them so compelling—arguably more compelling than a polished treatise by Aquinas.
  • Montaigne was living his skepticism, daring to show how a writer evolves, changes his mind, learns new things, shifts perspectives, grows older—and that this, far from being something that needs to be hidden behind a veneer of unchanging authority, can become a virtue, a new way of looking at the pretensions of authorship and text and truth.
  • To blog is therefore to let go of your writing in a way, to hold it at arm’s length, open it to scrutiny, allow it to float in the ether for a while, and to let others, as Montaigne did, pivot you toward relative truth
  • Some e-mailers, unsurprisingly, know more about a subject than the blogger does
  • The role of a blogger is not to defend against this but to embrace it.
  • He is similar in this way to the host of a dinner party. He can provoke discussion or take a position, even passionately, but he also must create an atmosphere in which others want to participate.
  • You can’t have blogger’s block. You have to express yourself now, while your emotions roil, while your temper flares, while your humor lasts. You can try to hide yourself from real scrutiny, and the exposure it demands, but it’s hard.
  • Alone in front of a computer, at any moment, are two people: a blogger and a reader.
  • The proximity is palpable, the moment human
  • friendship
  • Bloggers can be spun and misled as easily as traditional writers—and the rigorous source assessment that good reporters do can’t be done by e-mail. But you’d be surprised by what comes unsolicited into the in-box, and how helpful it often is.
  • A good blog is your own private Wikipedia.
  • There is a distinction here, of course, between the edited use of e-mailed sources by a careful blogger and the often mercurial cacophony on an unmediated comments section. But the truth is out there—and the miracle of e-mail allows it to come to you.
  • The reason this open-source market of thinking and writing has such potential is that the always adjusting and evolving collective mind can rapidly filter out bad arguments and bad ideas. The flip side, of course, is that bloggers are also human beings.
  • You can disappear into the partisan blogosphere and never stumble onto a site you disagree with. But linkage mitigates this. A Democratic blog will, for example, be forced to link to Republican ones, if only to attack and mock.
  • If all this sounds postmodern, that’s because it is. And blogging suffers from the same flaws as postmodernism: a failure to provide stable truth or a permanent perspective.
  • To use an obvious analogy, jazz entered our civilization much later than composed, formal music. But it hasn’t replaced it; and no jazz musician would ever claim that it could. Jazz merely demands a different way of playing and listening, just as blogging requires a different mode of writing and reading.
  • The reason they talk while listening, and comment or link while reading, is that they understand that this is a kind of music that needs to be engaged rather than merely absorbed.
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    Good one, Brett. Some people were talking about social media as gamification, in terms of checking points (hits, links) and getting rewards. Can't remember where.
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    If you think of it, drop me a line; I'd be interested to see what came of that discussion.
Bryan Alexander

The Neurology of Gaming - 3 views

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    Video games can be used to educate through repetition and feedback, but they can also have some less-than-positive side effects. Learn about how video games can improve the educational experience as well as hinder it.
Ed Webb

The Life-Changing $20 Rightward-Facing Cow - 4 views

  • The A Slow Year limited sets include the poetry book and the game on Atari cartridge, all set in black velvet and red leather, gold foil stamping, all hand-numbered, hand-made. While a manic counter was screaming the end of Bogost's journey to challenge social gaming norms, the creator was quietly, manually, assembling a physical art object. Only 25 will ever be made; they will sell for $500 apiece. Most have already been sold. To Bogost, like the poetry book that accompanies the Atari game, the handcraft and limited nature of A Slow Year's special edition help establish the project uncompromisingly as an art object, a creation bigger than "video game."
    • Ed Webb
       
      Sounds like something in a Wm Gibson or Bruce Sterling story
  • "I never expected that would happen," reflects Bogost. "A lot of the serious players… just like clicking a cow sometimes. It's very innocent; they just like clicking a cow."
  • Cow Clicker was never supposed to be fun. It was supposed to be silly, insultingly simple, a vacuous waste of time, and a manipulative joke at the expense of its players-–in other words, everything Bogost thought that Facebook games like the Zynga-made hit FarmVille are. In Cow Clicker, players get a cow, they click it, and then they must either pay to click it again or wait six hours; an embarrassing, joyless labor that to him represented the quintessential aspects of the games that were flourishing all over the social network.
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  • the story of a person whose joke project became more successful than the one on which he lavished love and intellect, the climate that caused that to happen and how ultimately he decided to learn from it instead of becoming upset
  • Then came the Gamification movement, the shiny new idea that if people were assigned goals and extrinsic "rewards," they'd be more motivated to engage with tasks-–and brands-–than they would have otherwise been
  • Cow Clicker developed an active player base–-people who missed the humor and attached to it as if it were a "real" game. These players unquestioningly spent real-money Facebook credits to enjoy their cows and sent Bogost innocent player feedback in the hopes of improving their experience. It subverted every expectation that he had, even as it reaffirmed his worst fears about the exploitive sadism of Facebook game design. Its success also became something to dread.
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