Soviet Gamification - 2 views
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the claim that we've never explored using game-like mechanics for non-entertainment purposes keeps us from using knowledge we actually have: gamification's rhetoric claims that this is a new, unexplored space in which we're just learning things for the first time. But in fact we already know a lot of things about how gamification works and doesn't work, and have done a lot of thinking about the relationships between things like extrinsic motivation, intrinsic motivation, and gameplay, and pretending that we don't know any of that isn't a good way to make progress. I mostly ignored gamification for a while, considering it a brief marketing trend. But if it's here to stay, perhaps we ought to retroactively broaden it, and include things like "socialist competition" as an experiment in gamification worth learning lessons from
Warco: an FPS where you hold a camera instead of a gun - 5 views
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Warco is a first-person game where players shoot footage instead of a gun. A work in progress at Brisbane-based studio Defiant Development, the game is a collaboration of sorts; Defiant is working with both a journalist and a filmmaker to create a game that puts you in the role of a journalist embedded in a warzone.
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I wonder about attracting the usual FPS fanbase, but I do take your point that there's no a priori feature of the gaming market that would make this a hard sell. Now politics, however, if they're foregrounded here, could be bad for the bottom line, as, of course, could clunky gameplay. If the levels require a significant amount of challenge and variety to complete, this could be quite popular. Did anyone see any kind of release date and cost?
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Agreed, edremy. Makes me think of _War is a Force That Gives Us Meaning_. Not yet, Brett.
The Life-Changing $20 Rightward-Facing Cow - 4 views
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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."
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"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."
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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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digital digs: Welcome to badge world - 3 views
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That's what this is about: making things count, commodifying life and passion in the context of a marketplace of education and expertise. However, it is painfully obvious how quickly that gets reversed, how quickly we shift from pursuing something because we are interested in it (and then retrospectively looking for a reward) to pursuing something strictly for the reward.
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When we look at all the free, DIY learning that is out there now, it's free precisely because it hasn't been commodified. You can download stuff from MIT's Open Courseware because that kind of learning has no commerical value. If you want to get a badge though, that's going to cost. All the big textbook publishers and educational technology companies will just jump right on badges. All those Sylvan learning type companies will be selling badges. Edutainment video games and such will come with badges and thus be more expensive. Badges won't make learning cheaper. We'll be spending more money on education than ever, and we won't get any better results because the motives for learning will still be all wrong.
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I'm trying to imagine my kids' lives (ages 10 and 12) in badge-world. We already live in what I consider a college-crazy community where parents of 12-year olds wonder whether keeping their kid in travel soccer is the best way to get a college scholarship or if they should switch to golf or oboe or fill-in-the-blank. Imagine a world where every potential after-school activity is commodified as a badge. The first thing parents ask is "which badge is most valuable for getting my kid into college or a good job?" Then it's all about the badges. My kids can just give up on ever having a single moment of joy in their lives. Even if they were going to enjoy something, how can they when they've already committed to this transactional experience instead?
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YouTube - 【蘋果動新聞】伍茲深夜撞車 老婆破窗救夫 疑點重重 - 2 views
Virtual real estate selling for millions - 1 views
Two new studies on action games and learning - 2 views
How Videogames Like Minecraft Actually Help Kids Learn to Read | WIRED - 0 views
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Brecht Vandenbroucke Minecraft is the hot new videogame among teachers and parents. It's considered genuinely educational: Like an infinite set of programmable Lego blocks, it's a way to instill spatial reasoning, math, and logic-the skills beloved by science and technology educators. But from what I've seen, it also teaches something else: good old-fashioned reading and...
OPINION: Is a Slave Simulation Game Appropriate for Classrooms? (EdSurge News) - 1 views
Special Issue of Syllabus: Teaching with and about Games - 1 views
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TABLE OF CONTENTS EDITORIAL Special Issue: Teaching with and about Games Video Game Studies How to Play Games of Truth: An Introduction to Video Game Studies Novel Interfaces for Interactive Environments Educational and Serious Game Design: Case Study In Collaboration Introduction to Games Design Representing the Past: Video Games Challenge to the Historical Narrative Learning Through Making: Notes on Teaching Interactive Narrative Video Games as a New Form of Interactive Literature Writing In and Around Games Hints, Advice, and Maybe Cheat Codes: An English Topics Course About Computer Games Teaching Network Game Programming with the Dragonfly Game Engine Root of Play - Game Design for Digital Humanists Alternative Reality Games to Teach Game-Based Storytelling "Continue West and Ascend the Stairs": Game Walkthroughs in Professional and Technical Communication Annotated Bibliography for Game Studies: Modeling Scholarly Research in a Popular Culture Field
Habworlds Beyond - 2 views
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"HabWorlds Beyond is a new type of online science course. What sets it apart from the current generation of online courses and MOOCs? Emphasizes learning by doing Students learn by doing as they create and destroy stars, hunt for planets, and search for signs of life."
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Thinking about trying this out. Do you know anything more about it?
Syrian Journey game - 0 views
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Short newsgame simulating choices confronting Syrian refugess. "The Syrian conflict has torn the country apart, leaving thousands dead and driving millions to flee their homes. Many seek refuge in neighbouring countries but others pay traffickers to take them to Europe - risking death, capture and deportation. If you were fleeing Syria for Europe, what choices would you make for you and your family?"
Can a Video Game Teach Just as Well as a Professor? - 2 views
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"The chance to learn about leadership and management from top corporate strategists is part of the business school guarantee. But what if your B-School professor could be replaced by technology, without sacrificing any educational payoff? An experiment conducted by John Beck, Ph.D., at Hult International Business School found that a business strategy video game proved just as effective in teaching students as a professor...."
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Seems like Beck's conclusions are largely in line with other literature on games and learning. I'm curious about the fact that this has come up in the context of an MBA program and not another field.
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